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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 float ClientData_Send(entity to, float sf)
10 {
11         if(to != self.owner)
12         {
13                 error("wtf");
14                 return FALSE;
15         }
16
17         entity e;
18
19         e = to;
20         if(IS_SPEC(to))
21                 e = to.enemy;
22
23         sf = 0;
24
25         if(e.race_completed)
26                 sf |= 1; // forced scoreboard
27         if(to.spectatee_status)
28                 sf |= 2; // spectator ent number follows
29         if(e.zoomstate)
30                 sf |= 4; // zoomed
31         if(e.porto_v_angle_held)
32                 sf |= 8; // angles held
33
34         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35         WriteByte(MSG_ENTITY, sf);
36
37         if(sf & 2)
38                 WriteByte(MSG_ENTITY, to.spectatee_status);
39
40         if(sf & 8)
41         {
42                 WriteAngle(MSG_ENTITY, e.v_angle_x);
43                 WriteAngle(MSG_ENTITY, e.v_angle_y);
44         }
45
46         return TRUE;
47 }
48
49 void ClientData_Attach()
50 {
51         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52         self.clientdata.drawonlytoclient = self;
53         self.clientdata.owner = self;
54 }
55
56 void ClientData_Detach()
57 {
58         remove(self.clientdata);
59         self.clientdata = world;
60 }
61
62 void ClientData_Touch(entity e)
63 {
64         e.clientdata.SendFlags = 1;
65
66         // make it spectatable
67         entity e2;
68         FOR_EACH_REALCLIENT(e2)
69         {
70                 if(e2 != e)
71                         if(IS_SPEC(e2))
72                                 if(e2.enemy == e)
73                                         e2.clientdata.SendFlags = 1;
74         }
75 }
76
77 .string netname_previous;
78
79
80 /*
81 =============
82 CheckPlayerModel
83
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
86 =============
87 */
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
91         {
92                 // note: we cannot summon Don Strunzone here, some player may
93                 // still have the model string set. In case anyone manages how
94                 // to change a cvar default, we'll have a small leak here.
95                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
96         }
97         // only in right path
98         if( substring(plyermodel,0,14) != "models/player/")
99                 return FallbackPlayerModel;
100         // only good file extensions
101         if(substring(plyermodel,-4,4) != ".zym")
102         if(substring(plyermodel,-4,4) != ".dpm")
103         if(substring(plyermodel,-4,4) != ".iqm")
104         if(substring(plyermodel,-4,4) != ".md3")
105         if(substring(plyermodel,-4,4) != ".psk")
106                 return FallbackPlayerModel;
107         // forbid the LOD models
108         if(substring(plyermodel, -9,5) == "_lod1")
109                 return FallbackPlayerModel;
110         if(substring(plyermodel, -9,5) == "_lod2")
111                 return FallbackPlayerModel;
112         if(plyermodel != strtolower(plyermodel))
113                 return FallbackPlayerModel;
114         // also, restrict to server models
115         if(autocvar_sv_servermodelsonly)
116         {
117                 if(!fexists(plyermodel))
118                         return FallbackPlayerModel;
119         }
120         return plyermodel;
121 }
122
123 void setplayermodel(entity e, string modelname)
124 {
125         precache_model(modelname);
126         setmodel(e, modelname);
127         player_setupanimsformodel();
128         UpdatePlayerSounds();
129 }
130
131 /*
132 =============
133 PutObserverInServer
134
135 putting a client as observer in the server
136 =============
137 */
138 void FixPlayermodel();
139 void PutObserverInServer (void)
140 {
141         entity  spot;
142     self.hud = HUD_NORMAL;
143         race_PreSpawnObserver();
144
145         spot = SelectSpawnPoint (TRUE);
146         if(!spot)
147                 error("No spawnpoints for observers?!?\n");
148         RemoveGrapplingHook(self); // Wazat's Grappling Hook
149
150         if(IS_REAL_CLIENT(self))
151         {
152                 msg_entity = self;
153                 WriteByte(MSG_ONE, SVC_SETVIEW);
154                 WriteEntity(MSG_ONE, self);
155         }
156
157         if((g_race && g_race_qualifying) || g_cts)
158         {
159                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160                         self.frags = FRAGS_LMS_LOSER;
161                 else
162                         self.frags = FRAGS_SPECTATOR;
163         }
164         else
165                 self.frags = FRAGS_SPECTATOR;
166
167         MUTATOR_CALLHOOK(MakePlayerObserver);
168
169         Portal_ClearAll(self);
170
171         if(self.alivetime)
172         {
173                 if(!warmup_stage)
174                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
175                 self.alivetime = 0;
176         }
177
178         if(self.vehicle)
179                 vehicles_exit(VHEF_RELESE);
180
181         WaypointSprite_PlayerDead();
182
183         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
184                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
185
186         if(self.killcount != -666)
187         {
188                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
189
190                 if(self.just_joined == FALSE) {
191                         LogTeamchange(self.playerid, -1, 4);
192                 } else
193                         self.just_joined = FALSE;
194         }
195
196         PlayerScore_Clear(self); // clear scores when needed
197
198         accuracy_resend(self);
199
200         self.spectatortime = time;
201
202         self.classname = "observer";
203         self.iscreature = FALSE;
204         self.teleportable = TELEPORT_SIMPLE;
205         self.damagedbycontents = FALSE;
206         self.health = -666;
207         self.takedamage = DAMAGE_NO;
208         self.solid = SOLID_NOT;
209         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
210         self.flags = FL_CLIENT | FL_NOTARGET;
211         self.armorvalue = 666;
212         self.effects = 0;
213         self.armorvalue = autocvar_g_balance_armor_start;
214         self.pauserotarmor_finished = 0;
215         self.pauserothealth_finished = 0;
216         self.pauseregen_finished = 0;
217         self.damageforcescale = 0;
218         self.death_time = 0;
219         self.respawn_flags = 0;
220         self.respawn_time = 0;
221         self.stat_respawn_time = 0;
222         self.alpha = 0;
223         self.scale = 0;
224         self.fade_time = 0;
225         self.pain_frame = 0;
226         self.pain_finished = 0;
227         self.strength_finished = 0;
228         self.invincible_finished = 0;
229         self.superweapons_finished = 0;
230         self.pushltime = 0;
231         self.istypefrag = 0;
232         self.think = func_null;
233         self.nextthink = 0;
234         self.hook_time = 0;
235         self.deadflag = DEAD_NO;
236         self.angles = spot.angles;
237         self.angles_z = 0;
238         self.fixangle = TRUE;
239         self.crouch = FALSE;
240
241         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
242         self.prevorigin = self.origin;
243         self.items = 0;
244         self.weapons = '0 0 0';
245         self.model = "";
246         FixPlayermodel();
247         setmodel(self, "null");
248         self.drawonlytoclient = self;
249
250         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
251         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
252
253         self.weapon = 0;
254         self.weaponname = "";
255         self.switchingweapon = 0;
256         self.weaponmodel = "";
257         self.weaponentity = world;
258         self.exteriorweaponentity = world;
259         self.killcount = -666;
260         self.velocity = '0 0 0';
261         self.avelocity = '0 0 0';
262         self.punchangle = '0 0 0';
263         self.punchvector = '0 0 0';
264         self.oldvelocity = self.velocity;
265         self.fire_endtime = -1;
266 }
267
268 .float model_randomizer;
269 void FixPlayermodel()
270 {
271         string defaultmodel;
272         float defaultskin, chmdl, oldskin, n, i;
273         vector m1, m2;
274
275         defaultmodel = "";
276         defaultskin = 0;
277         chmdl = FALSE;
278
279         if(autocvar_sv_defaultcharacter == 1)
280         {
281                 if(teamplay)
282                 {
283                         string s;
284                         s = Team_ColorName_Lower(self.team);
285                         if(s != "neutral")
286                         {
287                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
288                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
289                         }
290                 }
291
292                 if(defaultmodel == "")
293                 {
294                         defaultmodel = autocvar_sv_defaultplayermodel;
295                         defaultskin = autocvar_sv_defaultplayerskin;
296                 }
297
298                 n = tokenize_console(defaultmodel);
299                 if(n > 0)
300                 {
301                         defaultmodel = argv(floor(n * self.model_randomizer));
302                         // However, do NOT randomize if the player-selected model is in the list.
303                         for (i = 0; i < n; ++i)
304                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
305                                         defaultmodel = argv(i);
306                 }
307
308                 i = strstrofs(defaultmodel, ":", 0);
309                 if(i >= 0)
310                 {
311                         defaultskin = stof(substring(defaultmodel, i+1, -1));
312                         defaultmodel = substring(defaultmodel, 0, i);
313                 }
314         }
315
316         if(defaultmodel != "")
317         {
318                 if (defaultmodel != self.model)
319                 {
320                         m1 = self.mins;
321                         m2 = self.maxs;
322                         setplayermodel (self, defaultmodel);
323                         setsize (self, m1, m2);
324                         chmdl = TRUE;
325                 }
326
327                 oldskin = self.skin;
328                 self.skin = defaultskin;
329         } else {
330                 if (self.playermodel != self.model || self.playermodel == "")
331                 {
332                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
333                         m1 = self.mins;
334                         m2 = self.maxs;
335                         setplayermodel (self, self.playermodel);
336                         setsize (self, m1, m2);
337                         chmdl = TRUE;
338                 }
339
340                 oldskin = self.skin;
341                 self.skin = stof(self.playerskin);
342         }
343
344         if(chmdl || oldskin != self.skin) // model or skin has changed
345         {
346                 self.species = player_getspecies(); // update species
347                 UpdatePlayerSounds(); // update skin sounds
348         }
349
350         if(!teamplay)
351                 if(strlen(autocvar_sv_defaultplayercolors))
352                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
353                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
354 }
355
356 /*
357 =============
358 PutClientInServer
359
360 Called when a client spawns in the server
361 =============
362 */
363 void PutClientInServer (void)
364 {
365         if(IS_BOT_CLIENT(self))
366                 self.classname = "player";
367         else if(IS_REAL_CLIENT(self))
368         {
369                 msg_entity = self;
370                 WriteByte(MSG_ONE, SVC_SETVIEW);
371                 WriteEntity(MSG_ONE, self);
372         }
373
374         // reset player keys
375         self.itemkeys = 0;
376
377         MUTATOR_CALLHOOK(PutClientInServer);
378
379         if(gameover)
380                 self.classname = "observer";
381
382         if(IS_PLAYER(self))
383         {
384                 entity spot, oldself;
385                 float j;
386
387                 accuracy_resend(self);
388
389                 if(self.team < 0)
390                         JoinBestTeam(self, FALSE, TRUE);
391
392                 race_PreSpawn();
393
394                 spot = SelectSpawnPoint (FALSE);
395                 if(!spot)
396                 {
397                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
398                         return; // spawn failed
399                 }
400
401                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
402
403                 if(self.vehicle)
404                         vehicles_exit(VHEF_RELESE);
405
406                 self.classname = "player";
407                 self.wasplayer = TRUE;
408                 self.iscreature = TRUE;
409                 self.teleportable = TELEPORT_NORMAL;
410                 self.damagedbycontents = TRUE;
411                 self.movetype = MOVETYPE_WALK;
412                 self.solid = SOLID_SLIDEBOX;
413                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
414                 if(autocvar_g_playerclip_collisions)
415                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
416                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
417                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
418                 self.frags = FRAGS_PLAYER;
419                 if(INDEPENDENT_PLAYERS)
420                         MAKE_INDEPENDENT_PLAYER(self);
421                 self.flags = FL_CLIENT;
422                 if(autocvar__notarget)
423                         self.flags |= FL_NOTARGET;
424                 self.takedamage = DAMAGE_AIM;
425                 self.effects = 0;
426                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
427                 self.air_finished = time + 12;
428                 self.dmg = 2;
429                 if(autocvar_g_balance_nex_charge)
430                 {
431                         if(autocvar_g_balance_nex_secondary_chargepool)
432                                 self.nex_chargepool_ammo = 1;
433                         self.nex_charge = autocvar_g_balance_nex_charge_start;
434                 }
435
436                 if(warmup_stage)
437                 {
438                         self.ammo_shells = warmup_start_ammo_shells;
439                         self.ammo_nails = warmup_start_ammo_nails;
440                         self.ammo_rockets = warmup_start_ammo_rockets;
441                         self.ammo_cells = warmup_start_ammo_cells;
442                         self.ammo_fuel = warmup_start_ammo_fuel;
443                         self.health = warmup_start_health;
444                         self.armorvalue = warmup_start_armorvalue;
445                         self.weapons = WARMUP_START_WEAPONS;
446                 }
447                 else
448                 {
449                         self.ammo_shells = start_ammo_shells;
450                         self.ammo_nails = start_ammo_nails;
451                         self.ammo_rockets = start_ammo_rockets;
452                         self.ammo_cells = start_ammo_cells;
453                         self.ammo_fuel = start_ammo_fuel;
454                         self.health = start_health;
455                         self.armorvalue = start_armorvalue;
456                         self.weapons = start_weapons;
457                 }
458
459                 if(self.weapons & WEPSET_SUPERWEAPONS)
460                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
461                 else
462                         self.superweapons_finished = 0;
463
464                 if(g_weaponarena_random)
465                 {
466                         if(g_weaponarena_random_with_laser)
467                                 self.weapons &= ~WEPSET_LASER;
468                         W_RandomWeapons(self, g_weaponarena_random);
469                         if(g_weaponarena_random_with_laser)
470                                 self.weapons |= WEPSET_LASER;
471                 }
472
473                 self.items = start_items;
474
475                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
476                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
477                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
478                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
479                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
480                 //extend the pause of rotting if client was reset at the beginning of the countdown
481                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
482                         self.spawnshieldtime += game_starttime - time;
483                         self.pauserotarmor_finished += game_starttime - time;
484                         self.pauserothealth_finished += game_starttime - time;
485                         self.pauseregen_finished += game_starttime - time;
486                 }
487                 self.damageforcescale = 2;
488                 self.death_time = 0;
489                 self.respawn_flags = 0;
490                 self.respawn_time = 0;
491                 self.stat_respawn_time = 0;
492                 self.scale = 0;
493                 self.fade_time = 0;
494                 self.pain_frame = 0;
495                 self.pain_finished = 0;
496                 self.strength_finished = 0;
497                 self.invincible_finished = 0;
498                 self.pushltime = 0;
499                 // players have no think function
500                 self.think = func_null;
501                 self.nextthink = 0;
502                 self.hook_time = 0;
503                 self.dmg_team = 0;
504                 self.ballistics_density = autocvar_g_ballistics_density_player;
505
506                 self.metertime = 0;
507
508                 self.deadflag = DEAD_NO;
509
510                 self.angles = spot.angles;
511
512                 self.angles_z = 0; // never spawn tilted even if the spot says to
513                 self.fixangle = TRUE; // turn this way immediately
514                 self.velocity = '0 0 0';
515                 self.avelocity = '0 0 0';
516                 self.punchangle = '0 0 0';
517                 self.punchvector = '0 0 0';
518                 self.oldvelocity = self.velocity;
519                 self.fire_endtime = -1;
520
521                 entity spawnevent = spawn();
522                 spawnevent.owner = self;
523                 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
524
525                 self.model = "";
526                 FixPlayermodel();
527                 self.drawonlytoclient = world;
528
529                 self.crouch = FALSE;
530                 self.view_ofs = PL_VIEW_OFS;
531                 setsize (self, PL_MIN, PL_MAX);
532                 self.spawnorigin = spot.origin;
533                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
534                 // don't reset back to last position, even if new position is stuck in solid
535                 self.oldorigin = self.origin;
536                 self.prevorigin = self.origin;
537                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
538                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
539         self.hud = HUD_NORMAL;
540
541                 self.event_damage = PlayerDamage;
542
543                 self.bot_attack = TRUE;
544                 self.monster_attack = TRUE;
545                 
546                 self.spider_slowness = 0;
547
548                 self.statdraintime = time + 5;
549                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
550
551                 if(self.killcount == -666) {
552                         PlayerScore_Clear(self);
553                         self.killcount = 0;
554                 }
555
556                 CL_SpawnWeaponentity();
557                 self.alpha = default_player_alpha;
558                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
559                 self.exteriorweaponentity.alpha = default_weapon_alpha;
560
561                 self.speedrunning = FALSE;
562
563                 race_PostSpawn(spot);
564
565                 //stuffcmd(self, "chase_active 0");
566                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
567
568                 target_voicescript_clear(self);
569
570                 // reset fields the weapons may use
571                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
572                 {
573                         weapon_action(j, WR_RESETPLAYER);
574
575                         // all weapons must be fully loaded when we spawn
576                         entity e;
577                         e = get_weaponinfo(j);
578                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
579                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
580                 }
581
582                 oldself = self;
583                 self = spot;
584                         activator = oldself;
585                                 string s;
586                                 s = self.target;
587                                 self.target = string_null;
588                                 SUB_UseTargets();
589                                 self.target = s;
590                         activator = world;
591                 self = oldself;
592
593                 spawn_spot = spot;
594                 MUTATOR_CALLHOOK(PlayerSpawn);
595
596                 if(autocvar_spawn_debug)
597                 {
598                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
599                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
600                 }
601
602                 self.switchweapon = w_getbestweapon(self);
603                 self.cnt = -1; // W_LastWeapon will not complain
604                 self.weapon = 0;
605                 self.weaponname = "";
606                 self.switchingweapon = 0;
607
608                 if(!warmup_stage)
609                         if(!self.alivetime)
610                                 self.alivetime = time;
611
612                 antilag_clear(self);
613         }
614         else if(IS_OBSERVER(self))
615         {
616                 PutObserverInServer ();
617         }
618 }
619
620 .float ebouncefactor, ebouncestop; // electro's values
621 // TODO do we need all these fields, or should we stop autodetecting runtime
622 // changes and just have a console command to update this?
623 float ClientInit_SendEntity(entity to, float sf)
624 {
625         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
626         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
627         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
628         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
629         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
630         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
631         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
632         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
633         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
634         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
635         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
636         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
637         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
638         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
639         if(sv_foginterval && world.fog != "")
640                 WriteString(MSG_ENTITY, world.fog);
641         else
642                 WriteString(MSG_ENTITY, "");
643         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
644         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
645         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
646         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
647         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
648         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
649         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
650         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
651         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
652         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
653         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
654         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
655         return TRUE;
656 }
657
658 void ClientInit_CheckUpdate()
659 {
660         self.nextthink = time;
661         if(self.count != autocvar_g_balance_armor_blockpercent)
662         {
663                 self.count = autocvar_g_balance_armor_blockpercent;
664                 self.SendFlags |= 1;
665         }
666         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
667         {
668                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
669                 self.SendFlags |= 1;
670         }
671         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
672         {
673                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
674                 self.SendFlags |= 1;
675         }
676         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
677         {
678                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
679                 self.SendFlags |= 1;
680         }
681         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
682         {
683                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
684                 self.SendFlags |= 1;
685         }
686 }
687
688 void ClientInit_Spawn()
689 {
690         entity o;
691         entity e;
692         e = spawn();
693         e.classname = "clientinit";
694         e.think = ClientInit_CheckUpdate;
695         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
696
697         o = self;
698         self = e;
699         ClientInit_CheckUpdate();
700         self = o;
701 }
702
703 /*
704 =============
705 SetNewParms
706 =============
707 */
708 void SetNewParms (void)
709 {
710         // initialize parms for a new player
711         parm1 = -(86400 * 366);
712 }
713
714 /*
715 =============
716 SetChangeParms
717 =============
718 */
719 void SetChangeParms (void)
720 {
721         // save parms for level change
722         parm1 = self.parm_idlesince - time;
723 }
724
725 /*
726 =============
727 DecodeLevelParms
728 =============
729 */
730 void DecodeLevelParms (void)
731 {
732         // load parms
733         self.parm_idlesince = parm1;
734         if(self.parm_idlesince == -(86400 * 366))
735                 self.parm_idlesince = time;
736
737         // whatever happens, allow 60 seconds of idling directly after connect for map loading
738         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
739 }
740
741 /*
742 =============
743 ClientKill
744
745 Called when a client types 'kill' in the console
746 =============
747 */
748
749 .float clientkill_nexttime;
750 void ClientKill_Now_TeamChange()
751 {
752         if(self.killindicator_teamchange == -1)
753         {
754                 JoinBestTeam( self, FALSE, TRUE );
755         }
756         else if(self.killindicator_teamchange == -2)
757         {
758                 if(blockSpectators)
759                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
760                 PutObserverInServer();
761         }
762         else
763                 SV_ChangeTeam(self.killindicator_teamchange - 1);
764         self.killindicator_teamchange = 0;
765 }
766
767 void ClientKill_Now()
768 {
769         if(self.vehicle)
770         {
771             vehicles_exit(VHEF_RELESE);
772             if(!self.killindicator_teamchange)
773             {
774             self.vehicle_health = -1;
775             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
776             }
777         }
778
779         if(self.killindicator && !wasfreed(self.killindicator))
780                 remove(self.killindicator);
781
782         self.killindicator = world;
783
784         if(self.killindicator_teamchange)
785                 ClientKill_Now_TeamChange();
786
787         // in any case:
788         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
789
790         // now I am sure the player IS dead
791 }
792 void KillIndicator_Think()
793 {
794         if (gameover)
795         {
796                 self.owner.killindicator = world;
797                 remove(self);
798                 return;
799         }
800
801         if (self.owner.alpha < 0 && !self.owner.vehicle)
802         {
803                 self.owner.killindicator = world;
804                 remove(self);
805                 return;
806         }
807
808         if(self.cnt <= 0)
809         {
810                 self = self.owner;
811                 ClientKill_Now(); // no oldself needed
812                 return;
813         }
814     else if(g_cts && self.health == 1) // health == 1 means that it's silent
815     {
816         self.nextthink = time + 1;
817         self.cnt -= 1;
818     }
819         else
820         {
821                 if(self.cnt <= 10)
822                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
823                 if(IS_REAL_CLIENT(self.owner))
824                 {
825                         if(self.cnt <= 10)
826                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
827                 }
828                 self.nextthink = time + 1;
829                 self.cnt -= 1;
830         }
831 }
832
833 float clientkilltime;
834 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
835 {
836         float killtime;
837         float starttime;
838         entity e;
839
840         if (gameover)
841                 return;
842
843         killtime = autocvar_g_balance_kill_delay;
844
845         if(g_race_qualifying || g_cts)
846                 killtime = 0;
847
848     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
849     {
850                 remove(self.killindicator);
851                 self.killindicator = world;
852
853         ClientKill_Now(); // allow instant kill in this case
854         return;
855     }
856
857         self.killindicator_teamchange = targetteam;
858
859     if(!self.killindicator)
860         {
861                 if(self.deadflag == DEAD_NO)
862                 {
863                         killtime = max(killtime, self.clientkill_nexttime - time);
864                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
865                 }
866
867                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
868                 {
869                         ClientKill_Now();
870                 }
871                 else
872                 {
873                         starttime = max(time, clientkilltime);
874
875                         self.killindicator = spawn();
876                         self.killindicator.owner = self;
877                         self.killindicator.scale = 0.5;
878                         setattachment(self.killindicator, self, "");
879                         setorigin(self.killindicator, '0 0 52');
880                         self.killindicator.think = KillIndicator_Think;
881                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
882                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
883                         self.killindicator.cnt = ceil(killtime);
884                         self.killindicator.count = bound(0, ceil(killtime), 10);
885                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
886
887                         for(e = world; (e = find(e, classname, "body")) != world; )
888                         {
889                                 if(e.enemy != self)
890                                         continue;
891                                 e.killindicator = spawn();
892                                 e.killindicator.owner = e;
893                                 e.killindicator.scale = 0.5;
894                                 setattachment(e.killindicator, e, "");
895                                 setorigin(e.killindicator, '0 0 52');
896                                 e.killindicator.think = KillIndicator_Think;
897                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
898                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
899                                 e.killindicator.cnt = ceil(killtime);
900                         }
901                         self.lip = 0;
902                 }
903         }
904         if(self.killindicator)
905         {
906                 if(targetteam == 0) // just die
907                 {
908                         self.killindicator.colormod = '0 0 0';
909                         if(IS_REAL_CLIENT(self))
910                         if(self.killindicator.cnt > 0)
911                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
912                 }
913                 else if(targetteam == -1) // auto
914                 {
915                         self.killindicator.colormod = '0 1 0';
916                         if(IS_REAL_CLIENT(self))
917                         if(self.killindicator.cnt > 0)
918                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
919                 }
920                 else if(targetteam == -2) // spectate
921                 {
922                         self.killindicator.colormod = '0.5 0.5 0.5';
923                         if(IS_REAL_CLIENT(self))
924                         if(self.killindicator.cnt > 0)
925                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
926                 }
927                 else
928                 {
929                         self.killindicator.colormod = Team_ColorRGB(targetteam);
930                         if(IS_REAL_CLIENT(self))
931                         if(self.killindicator.cnt > 0)
932                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
933                 }
934         }
935
936 }
937
938 void ClientKill (void)
939 {
940         if(gameover) return;
941         if(self.player_blocked) return;
942         if(self.freezetag_frozen) return;
943
944         ClientKill_TeamChange(0);
945 }
946
947 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
948 {
949     e.killindicator = spawn();
950     e.killindicator.owner = e;
951     e.killindicator.think = KillIndicator_Think;
952     e.killindicator.nextthink = time + (e.lip) * 0.05;
953     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
954     e.killindicator.health = 1; // this is used to indicate that it should be silent
955     e.lip = 0;
956 }
957
958 void FixClientCvars(entity e)
959 {
960         // send prediction settings to the client
961         stuffcmd(e, "\nin_bindmap 0 0\n");
962         if(g_race || g_cts)
963                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
964         if(autocvar_g_antilag == 3) // client side hitscan
965                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
966         if(autocvar_sv_gentle)
967                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
968         /*
969          * we no longer need to stuff this. Remove this comment block if you feel
970          * 2.3 and higher (or was it 2.2.3?) don't need these any more
971         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
972         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
973         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
974         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
975         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
976         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
977         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
978         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
979         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
980         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
981         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
982         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
983         stuffcmd(e, "cl_movement_edgefriction 1\n");
984          */
985 }
986
987 float PlayerInIDList(entity p, string idlist)
988 {
989         float n, i;
990         string s;
991
992         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
993         if (!p.crypto_idfp)
994                 return 0;
995
996         // this function allows abbreviated player IDs too!
997         n = tokenize_console(idlist);
998         for(i = 0; i < n; ++i)
999         {
1000                 s = argv(i);
1001                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1002                         return 1;
1003         }
1004
1005         return 0;
1006 }
1007
1008 /*
1009 =============
1010 ClientConnect
1011
1012 Called when a client connects to the server
1013 =============
1014 */
1015 void DecodeLevelParms (void);
1016 //void dom_player_join_team(entity pl);
1017 void set_dom_state(entity e);
1018 void ClientConnect (void)
1019 {
1020         float t;
1021
1022         if(IS_CLIENT(self))
1023         {
1024                 print("Warning: ClientConnect, but already connected!\n");
1025                 return;
1026         }
1027
1028         if(Ban_MaybeEnforceBanOnce(self))
1029                 return;
1030
1031         DecodeLevelParms();
1032
1033 #ifdef WATERMARK
1034         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1035 #endif
1036
1037         self.classname = "player_joining";
1038
1039         self.flags = FL_CLIENT;
1040         self.version_nagtime = time + 10 + random() * 10;
1041
1042         if(player_count<0)
1043         {
1044                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1045                 player_count = 0;
1046         }
1047
1048         PlayerScore_Attach(self);
1049         ClientData_Attach();
1050         accuracy_init(self);
1051
1052         bot_clientconnect();
1053
1054         playerdemo_init();
1055
1056         anticheat_init();
1057
1058         race_PreSpawnObserver();
1059
1060         // identify the right forced team
1061         if(autocvar_g_campaign)
1062         {
1063                 if(IS_REAL_CLIENT(self)) // only players, not bots
1064                 {
1065                         switch(autocvar_g_campaign_forceteam)
1066                         {
1067                                 case 1: self.team_forced = NUM_TEAM_1; break;
1068                                 case 2: self.team_forced = NUM_TEAM_2; break;
1069                                 case 3: self.team_forced = NUM_TEAM_3; break;
1070                                 case 4: self.team_forced = NUM_TEAM_4; break;
1071                                 default: self.team_forced = 0;
1072                         }
1073                 }
1074         }
1075         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1076                 self.team_forced = NUM_TEAM_1;
1077         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1078                 self.team_forced = NUM_TEAM_2;
1079         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1080                 self.team_forced = NUM_TEAM_3;
1081         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1082                 self.team_forced = NUM_TEAM_4;
1083         else if(autocvar_g_forced_team_otherwise == "red")
1084                 self.team_forced = NUM_TEAM_1;
1085         else if(autocvar_g_forced_team_otherwise == "blue")
1086                 self.team_forced = NUM_TEAM_2;
1087         else if(autocvar_g_forced_team_otherwise == "yellow")
1088                 self.team_forced = NUM_TEAM_3;
1089         else if(autocvar_g_forced_team_otherwise == "pink")
1090                 self.team_forced = NUM_TEAM_4;
1091         else if(autocvar_g_forced_team_otherwise == "spectate")
1092                 self.team_forced = -1;
1093         else if(autocvar_g_forced_team_otherwise == "spectator")
1094                 self.team_forced = -1;
1095         else
1096                 self.team_forced = 0;
1097
1098         if(!teamplay)
1099                 if(self.team_forced > 0)
1100                         self.team_forced = 0;
1101
1102         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1103
1104         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1105                 self.classname = "observer";
1106         } else {
1107                 if(teamplay)
1108                 {
1109                         if(autocvar_g_balance_teams)
1110                         {
1111                                 self.classname = "player";
1112                                 campaign_bots_may_start = 1;
1113                         }
1114                         else
1115                         {
1116                                 self.classname = "observer"; // do it anyway
1117                         }
1118                 }
1119                 else
1120                 {
1121                         self.classname = "player";
1122                         campaign_bots_may_start = 1;
1123                 }
1124         }
1125
1126         self.playerid = (playerid_last = playerid_last + 1);
1127
1128         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1129
1130     if(IS_BOT_CLIENT(self))
1131         PlayerStats_AddPlayer(self);
1132
1133         if(autocvar_sv_eventlog)
1134                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1135
1136         LogTeamchange(self.playerid, self.team, 1);
1137
1138         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1139
1140         self.netname_previous = strzone(self.netname);
1141
1142         if(IS_PLAYER(self) && teamplay)
1143                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1144         else
1145                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1146
1147         stuffcmd(self, strcat(clientstuff, "\n"));
1148         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1149
1150         FixClientCvars(self);
1151
1152         // spawnfunc_waypoint sprites
1153         WaypointSprite_InitClient(self);
1154
1155         // Wazat's grappling hook
1156         SetGrappleHookBindings();
1157
1158         // get version info from player
1159         stuffcmd(self, "cmd clientversion $gameversion\n");
1160
1161         // get other cvars from player
1162         GetCvars(0);
1163
1164         // notify about available teams
1165         if(teamplay)
1166         {
1167                 CheckAllowedTeams(self);
1168                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1169                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1170         }
1171         else
1172                 stuffcmd(self, "set _teams_available 0\n");
1173
1174         attach_entcs();
1175
1176         bot_relinkplayerlist();
1177
1178         self.spectatortime = time;
1179         if(blockSpectators)
1180         {
1181                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1182         }
1183
1184         self.jointime = time;
1185         self.allowed_timeouts = autocvar_sv_timeout_number;
1186
1187         if(IS_REAL_CLIENT(self))
1188         {
1189                 if(!autocvar_g_campaign)
1190                 {
1191                         self.motd_actived_time = -1;
1192                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1193                 }
1194
1195                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1196                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1197         }
1198
1199         if(!sv_foginterval && world.fog != "")
1200                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1201
1202         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1203         {
1204                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1205                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1206         }
1207         else
1208                 self.hitplotfh = -1;
1209
1210         if(g_race || g_cts) {
1211                 string rr;
1212                 if(g_cts)
1213                         rr = CTS_RECORD;
1214                 else
1215                         rr = RACE_RECORD;
1216
1217                 msg_entity = self;
1218                 race_send_recordtime(MSG_ONE);
1219                 race_send_speedaward(MSG_ONE);
1220
1221                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1222                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1223                 race_send_speedaward_alltimebest(MSG_ONE);
1224
1225                 float i;
1226                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1227                         race_SendRankings(i, 0, 0, MSG_ONE);
1228                 }
1229         }
1230         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1231                 send_CSQC_teamnagger();
1232
1233         CheatInitClient();
1234
1235         CSQCMODEL_AUTOINIT();
1236
1237         self.model_randomizer = random();
1238
1239         if(IS_REAL_CLIENT(self))
1240                 sv_notice_join();
1241
1242         MUTATOR_CALLHOOK(ClientConnect);
1243 }
1244 /*
1245 =============
1246 ClientDisconnect
1247
1248 Called when a client disconnects from the server
1249 =============
1250 */
1251 .entity chatbubbleentity;
1252 void ReadyCount();
1253 void ClientDisconnect (void)
1254 {
1255         if(self.vehicle)
1256             vehicles_exit(VHEF_RELESE);
1257
1258         if (!IS_CLIENT(self))
1259         {
1260                 print("Warning: ClientDisconnect without ClientConnect\n");
1261                 return;
1262         }
1263
1264         PlayerStats_AddGlobalInfo(self);
1265
1266         CheatShutdownClient();
1267
1268         if(self.hitplotfh >= 0)
1269         {
1270                 fclose(self.hitplotfh);
1271                 self.hitplotfh = -1;
1272         }
1273
1274         anticheat_report();
1275         anticheat_shutdown();
1276
1277         playerdemo_shutdown();
1278
1279         bot_clientdisconnect();
1280
1281         if(self.entcs)
1282                 detach_entcs();
1283
1284         if(autocvar_sv_eventlog)
1285                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1286
1287         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1288
1289         MUTATOR_CALLHOOK(ClientDisconnect);
1290
1291         Portal_ClearAll(self);
1292
1293         RemoveGrapplingHook(self);
1294
1295         // Here, everything has been done that requires this player to be a client.
1296
1297         self.flags &= ~FL_CLIENT;
1298
1299         if (self.chatbubbleentity)
1300                 remove (self.chatbubbleentity);
1301
1302         if (self.killindicator)
1303                 remove (self.killindicator);
1304
1305         WaypointSprite_PlayerGone();
1306
1307         bot_relinkplayerlist();
1308
1309         accuracy_free(self);
1310         ClientData_Detach();
1311         PlayerScore_Detach(self);
1312
1313         if(self.netname_previous)
1314                 strunzone(self.netname_previous);
1315         if(self.clientstatus)
1316                 strunzone(self.clientstatus);
1317         if(self.weaponorder_byimpulse)
1318                 strunzone(self.weaponorder_byimpulse);
1319
1320         ClearPlayerSounds();
1321
1322         if(self.personal)
1323                 remove(self.personal);
1324
1325         self.playerid = 0;
1326         ReadyCount();
1327
1328         // free cvars
1329         GetCvars(-1);
1330 }
1331
1332 .float BUTTON_CHAT;
1333 void ChatBubbleThink()
1334 {
1335         self.nextthink = time;
1336         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1337         {
1338                 if(self.owner) // but why can that ever be world?
1339                         self.owner.chatbubbleentity = world;
1340                 remove(self);
1341                 return;
1342         }
1343         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1344 #ifdef TETRIS
1345                 || self.owner.tetris_on
1346 #endif
1347         )
1348                 self.model = self.mdl;
1349         else
1350                 self.model = "";
1351 }
1352
1353 void UpdateChatBubble()
1354 {
1355         if (self.alpha < 0)
1356                 return;
1357         // spawn a chatbubble entity if needed
1358         if (!self.chatbubbleentity)
1359         {
1360                 self.chatbubbleentity = spawn();
1361                 self.chatbubbleentity.owner = self;
1362                 self.chatbubbleentity.exteriormodeltoclient = self;
1363                 self.chatbubbleentity.think = ChatBubbleThink;
1364                 self.chatbubbleentity.nextthink = time;
1365                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1366                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1367                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1368                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1369                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1370                 self.chatbubbleentity.model = "";
1371                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1372         }
1373 }
1374
1375
1376 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1377 // added to the model skins
1378 /*void UpdateColorModHack()
1379 {
1380         float c;
1381         c = self.clientcolors & 15;
1382         // LordHavoc: only bothering to support white, green, red, yellow, blue
1383              if (!teamplay) self.colormod = '0 0 0';
1384         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1385         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1386         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1387         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1388         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1389         else self.colormod = '1 1 1';
1390 }*/
1391
1392 void respawn(void)
1393 {
1394         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1395         {
1396                 self.solid = SOLID_NOT;
1397                 self.takedamage = DAMAGE_NO;
1398                 self.movetype = MOVETYPE_FLY;
1399                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1400                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1401                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1402                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1403                 if(autocvar_g_respawn_ghosts_maxtime)
1404                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1405         }
1406
1407         CopyBody(1);
1408
1409         self.effects |= EF_NODRAW; // prevent another CopyBody
1410         PutClientInServer();
1411 }
1412
1413 void play_countdown(float finished, string samp)
1414 {
1415         if(IS_REAL_CLIENT(self))
1416                 if(floor(finished - time - frametime) != floor(finished - time))
1417                         if(finished - time < 6)
1418                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1419 }
1420
1421 void player_powerups (void)
1422 {
1423         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1424         olditems = self.items;
1425
1426         if((self.items & IT_USING_JETPACK) && !self.deadflag)
1427                 self.modelflags |= MF_ROCKET;
1428         else
1429                 self.modelflags &= ~MF_ROCKET;
1430
1431         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1432
1433         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1434                 return;
1435
1436         Fire_ApplyDamage(self);
1437         Fire_ApplyEffect(self);
1438
1439         if (!g_minstagib)
1440         {
1441                 if (self.items & IT_STRENGTH)
1442                 {
1443                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1444                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1445                         if (time > self.strength_finished)
1446                         {
1447                                 self.items = self.items - (self.items & IT_STRENGTH);
1448                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1449                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1450                         }
1451                 }
1452                 else
1453                 {
1454                         if (time < self.strength_finished)
1455                         {
1456                                 self.items = self.items | IT_STRENGTH;
1457                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1458                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1459                         }
1460                 }
1461                 if (self.items & IT_INVINCIBLE)
1462                 {
1463                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1464                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1465                         if (time > self.invincible_finished)
1466                         {
1467                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1468                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1469                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1470                         }
1471                 }
1472                 else
1473                 {
1474                         if (time < self.invincible_finished)
1475                         {
1476                                 self.items = self.items | IT_INVINCIBLE;
1477                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1478                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1479                         }
1480                 }
1481                 if (self.items & IT_SUPERWEAPON)
1482                 {
1483                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1484                         {
1485                                 self.superweapons_finished = 0;
1486                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1487                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1488                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1489                         }
1490                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1491                         {
1492                                 // don't let them run out
1493                         }
1494                         else
1495                         {
1496                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1497                                 if (time > self.superweapons_finished)
1498                                 {
1499                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1500                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1501                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1502                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1503                                 }
1504                         }
1505                 }
1506                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1507                 {
1508                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1509                         {
1510                                 self.items = self.items | IT_SUPERWEAPON;
1511                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1512                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1513                         }
1514                         else
1515                         {
1516                                 self.superweapons_finished = 0;
1517                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1518                         }
1519                 }
1520                 else
1521                 {
1522                         self.superweapons_finished = 0;
1523                 }
1524         }
1525
1526         if(autocvar_g_nodepthtestplayers)
1527                 self.effects = self.effects | EF_NODEPTHTEST;
1528
1529         if(autocvar_g_fullbrightplayers)
1530                 self.effects = self.effects | EF_FULLBRIGHT;
1531
1532         if (time >= game_starttime)
1533         if (time < self.spawnshieldtime)
1534                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1535
1536         MUTATOR_CALLHOOK(PlayerPowerups);
1537 }
1538
1539 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1540 {
1541         if(current > stable)
1542                 return current;
1543         else if(current > stable - 0.25) // when close enough, "snap"
1544                 return stable;
1545         else
1546                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1547 }
1548
1549 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1550 {
1551         if(current < stable)
1552                 return current;
1553         else if(current < stable + 0.25) // when close enough, "snap"
1554                 return stable;
1555         else
1556                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1557 }
1558
1559 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1560 {
1561         if(current > rotstable)
1562         {
1563                 if(rotframetime > 0)
1564                 {
1565                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1566                         current = max(rotstable, current - rotlinear * rotframetime);
1567                 }
1568         }
1569         else if(current < regenstable)
1570         {
1571                 if(regenframetime > 0)
1572                 {
1573                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1574                         current = min(regenstable, current + regenlinear * regenframetime);
1575                 }
1576         }
1577
1578         if(current > limit)
1579                 current = limit;
1580
1581         return current;
1582 }
1583
1584 void player_regen (void)
1585 {
1586         if(!MUTATOR_CALLHOOK(PlayerRegen))
1587         {
1588                 float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1589                 maxh = autocvar_g_balance_health_rotstable;
1590                 maxa = autocvar_g_balance_armor_rotstable;
1591                 minh = autocvar_g_balance_health_regenstable;
1592                 mina = autocvar_g_balance_armor_regenstable;
1593                 limith = autocvar_g_balance_health_limit;
1594                 limita = autocvar_g_balance_armor_limit;
1595
1596                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1597
1598                 maxh = maxh * max_mod;
1599                 minh = minh * max_mod;
1600                 limith = limith * limit_mod;
1601                 limita = limita * limit_mod;
1602
1603                 self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
1604                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1605         }
1606
1607         // if player rotted to death...  die!
1608         // check this outside above checks, as player may still be able to rot to death
1609         if(self.health < 1)
1610                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1611
1612         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1613         {
1614                 float minf, maxf, limitf;
1615
1616                 maxf = autocvar_g_balance_fuel_rotstable;
1617                 minf = autocvar_g_balance_fuel_regenstable;
1618                 limitf = autocvar_g_balance_fuel_limit;
1619
1620                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1621         }
1622 }
1623
1624 float zoomstate_set;
1625 void SetZoomState(float z)
1626 {
1627         if(z != self.zoomstate)
1628         {
1629                 self.zoomstate = z;
1630                 ClientData_Touch(self);
1631         }
1632         zoomstate_set = 1;
1633 }
1634
1635 void GetPressedKeys(void) {
1636         MUTATOR_CALLHOOK(GetPressedKeys);
1637         if (self.movement_x > 0) // get if movement keys are pressed
1638         {       // forward key pressed
1639                 self.pressedkeys |= KEY_FORWARD;
1640                 self.pressedkeys &= ~KEY_BACKWARD;
1641         }
1642         else if (self.movement_x < 0)
1643         {       // backward key pressed
1644                 self.pressedkeys |= KEY_BACKWARD;
1645                 self.pressedkeys &= ~KEY_FORWARD;
1646         }
1647         else
1648         {       // no x input
1649                 self.pressedkeys &= ~KEY_FORWARD;
1650                 self.pressedkeys &= ~KEY_BACKWARD;
1651         }
1652
1653         if (self.movement_y > 0)
1654         {       // right key pressed
1655                 self.pressedkeys |= KEY_RIGHT;
1656                 self.pressedkeys &= ~KEY_LEFT;
1657         }
1658         else if (self.movement_y < 0)
1659         {       // left key pressed
1660                 self.pressedkeys |= KEY_LEFT;
1661                 self.pressedkeys &= ~KEY_RIGHT;
1662         }
1663         else
1664         {       // no y input
1665                 self.pressedkeys &= ~KEY_RIGHT;
1666                 self.pressedkeys &= ~KEY_LEFT;
1667         }
1668
1669         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1670                 self.pressedkeys |= KEY_JUMP;
1671         else
1672                 self.pressedkeys &= ~KEY_JUMP;
1673         if (self.BUTTON_CROUCH)
1674                 self.pressedkeys |= KEY_CROUCH;
1675         else
1676                 self.pressedkeys &= ~KEY_CROUCH;
1677
1678         if (self.BUTTON_ATCK)
1679                 self.pressedkeys |= KEY_ATCK;
1680         else
1681                 self.pressedkeys &= ~KEY_ATCK;
1682         if (self.BUTTON_ATCK2)
1683                 self.pressedkeys |= KEY_ATCK2;
1684         else
1685                 self.pressedkeys &= ~KEY_ATCK2;
1686 }
1687
1688 /*
1689 ======================
1690 spectate mode routines
1691 ======================
1692 */
1693
1694 void SpectateCopy(entity spectatee) {
1695         other = spectatee;
1696         MUTATOR_CALLHOOK(SpectateCopy);
1697         self.armortype = spectatee.armortype;
1698         self.armorvalue = spectatee.armorvalue;
1699         self.ammo_cells = spectatee.ammo_cells;
1700         self.ammo_shells = spectatee.ammo_shells;
1701         self.ammo_nails = spectatee.ammo_nails;
1702         self.ammo_rockets = spectatee.ammo_rockets;
1703         self.ammo_fuel = spectatee.ammo_fuel;
1704         self.clip_load = spectatee.clip_load;
1705         self.clip_size = spectatee.clip_size;
1706         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1707         self.health = spectatee.health;
1708         self.impulse = 0;
1709         self.items = spectatee.items;
1710         self.last_pickup = spectatee.last_pickup;
1711         self.hit_time = spectatee.hit_time;
1712         self.metertime = spectatee.metertime;
1713         self.strength_finished = spectatee.strength_finished;
1714         self.invincible_finished = spectatee.invincible_finished;
1715         self.pressedkeys = spectatee.pressedkeys;
1716         self.weapons = spectatee.weapons;
1717         self.switchweapon = spectatee.switchweapon;
1718         self.switchingweapon = spectatee.switchingweapon;
1719         self.weapon = spectatee.weapon;
1720         self.nex_charge = spectatee.nex_charge;
1721         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1722         self.hagar_load = spectatee.hagar_load;
1723         self.minelayer_mines = spectatee.minelayer_mines;
1724         self.punchangle = spectatee.punchangle;
1725         self.view_ofs = spectatee.view_ofs;
1726         self.velocity = spectatee.velocity;
1727         self.dmg_take = spectatee.dmg_take;
1728         self.dmg_save = spectatee.dmg_save;
1729         self.dmg_inflictor = spectatee.dmg_inflictor;
1730         self.v_angle = spectatee.v_angle;
1731         self.angles = spectatee.v_angle;
1732         if(!self.BUTTON_USE)
1733                 self.fixangle = TRUE;
1734         setorigin(self, spectatee.origin);
1735         setsize(self, spectatee.mins, spectatee.maxs);
1736         SetZoomState(spectatee.zoomstate);
1737
1738     anticheat_spectatecopy(spectatee);
1739         self.hud = spectatee.hud;
1740         if(spectatee.vehicle)
1741     {
1742         self.fixangle = FALSE;
1743         //self.velocity = spectatee.vehicle.velocity;
1744         self.vehicle_health = spectatee.vehicle_health;
1745         self.vehicle_shield = spectatee.vehicle_shield;
1746         self.vehicle_energy = spectatee.vehicle_energy;
1747         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1748         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1749         self.vehicle_reload1 = spectatee.vehicle_reload1;
1750         self.vehicle_reload2 = spectatee.vehicle_reload2;
1751
1752         msg_entity = self;
1753
1754         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1755             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
1756             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
1757             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
1758
1759         //WriteByte (MSG_ONE, SVC_SETVIEW);
1760         //    WriteEntity(MSG_ONE, self);
1761         //makevectors(spectatee.v_angle);
1762         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1763     }
1764 }
1765
1766 float SpectateUpdate() {
1767         if(!self.enemy)
1768             return 0;
1769
1770         if (self == self.enemy)
1771                 return 0;
1772
1773         if (!IS_PLAYER(self.enemy))
1774                 return 0;
1775
1776         SpectateCopy(self.enemy);
1777
1778         return 1;
1779 }
1780
1781
1782 float SpectateSet()
1783 {
1784         if(self.enemy.classname != "player")
1785                 return FALSE;
1786         /*if(self.enemy.vehicle)
1787         {
1788
1789                 msg_entity = self;
1790                 WriteByte(MSG_ONE, SVC_SETVIEW);
1791                 WriteEntity(MSG_ONE, self.enemy);
1792                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1793
1794                 self.movetype = MOVETYPE_NONE;
1795                 accuracy_resend(self);
1796         }
1797         else
1798         {*/
1799                 msg_entity = self;
1800                 WriteByte(MSG_ONE, SVC_SETVIEW);
1801                 WriteEntity(MSG_ONE, self.enemy);
1802                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1803                 self.movetype = MOVETYPE_NONE;
1804                 accuracy_resend(self);
1805
1806                 if(!SpectateUpdate())
1807                         PutObserverInServer();
1808         //}
1809         return TRUE;
1810 }
1811
1812 float Spectate(entity pl)
1813 {
1814         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1815         if(pl.team != self.team)
1816                 return 0;
1817
1818         self.enemy = pl;
1819         return SpectateSet();
1820 }
1821
1822 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1823 entity CA_SpectateNext(entity start) {
1824         if (start.team == self.team) {
1825                 return start;
1826         }
1827
1828         other = start;
1829         // continue from current player
1830         while(other && other.team != self.team) {
1831                 other = find(other, classname, "player");
1832         }
1833
1834         if (!other) {
1835                 // restart from begining
1836                 other = find(other, classname, "player");
1837                 while(other && other.team != self.team) {
1838                         other = find(other, classname, "player");
1839                 }
1840         }
1841
1842         return other;
1843 }
1844
1845 float SpectateNext()
1846 {
1847         other = find(self.enemy, classname, "player");
1848
1849         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1850                 // CA and ca players when spectating enemies is forbidden
1851                 other = CA_SpectateNext(other);
1852         } else {
1853                 // other modes and ca spectators or spectating enemies is allowed
1854                 if (!other)
1855                         other = find(other, classname, "player");
1856         }
1857
1858         if (other)
1859                 self.enemy = other;
1860
1861         return SpectateSet();
1862 }
1863
1864 float SpectatePrev()
1865 {
1866         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1867         other = findchain(classname, "player");
1868         if (!other) // no player
1869                 return FALSE;
1870
1871         entity first = other;
1872         // skip players until current spectated player
1873         if(self.enemy)
1874         while(other && other != self.enemy)
1875                 other = other.chain;
1876
1877         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1878         {
1879                 do { other = other.chain; }
1880                 while(other && other.team != self.team);
1881
1882                 if (!other)
1883                 {
1884                         other = first;
1885                         while(other.team != self.team)
1886                                 other = other.chain;
1887                         if(other == self.enemy)
1888                                 return TRUE;
1889                 }
1890         }
1891         else
1892         {
1893                 if(other.chain)
1894                         other = other.chain;
1895                 else
1896                         other = first;
1897         }
1898         self.enemy = other;
1899         return SpectateSet();
1900 }
1901
1902 /*
1903 =============
1904 ShowRespawnCountdown()
1905
1906 Update a respawn countdown display.
1907 =============
1908 */
1909 void ShowRespawnCountdown()
1910 {
1911         float number;
1912         if(self.deadflag == DEAD_NO) // just respawned?
1913                 return;
1914         else
1915         {
1916                 number = ceil(self.respawn_time - time);
1917                 if(number <= 0)
1918                         return;
1919                 if(number <= self.respawn_countdown)
1920                 {
1921                         self.respawn_countdown = number - 1;
1922                         if(ceil(self.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1923                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1924                 }
1925         }
1926 }
1927
1928 void LeaveSpectatorMode()
1929 {
1930         if(self.caplayer)
1931                 return;
1932         if(nJoinAllowed(self))
1933         {
1934                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1935                 {
1936                         self.classname = "player";
1937
1938                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1939                                 { JoinBestTeam(self, FALSE, TRUE); }
1940
1941                         if(autocvar_g_campaign)
1942                                 { campaign_bots_may_start = 1; }
1943
1944                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1945
1946                         PutClientInServer();
1947
1948                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1949                 }
1950                 else
1951                         stuffcmd(self, "menu_showteamselect\n");
1952         }
1953         else
1954         {
1955                 // Player may not join because g_maxplayers is set
1956                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1957         }
1958 }
1959
1960 /**
1961  * Determines whether the player is allowed to join. This depends on cvar
1962  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1963  * it checks whether the number of currently playing players exceeds g_maxplayers.
1964  * @return int number of free slots for players, 0 if none
1965  */
1966 float nJoinAllowed(entity ignore) {
1967         if(!ignore)
1968         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1969         // so report 0 free slots if restricted
1970         {
1971                 if(autocvar_g_forced_team_otherwise == "spectate")
1972                         return 0;
1973                 if(autocvar_g_forced_team_otherwise == "spectator")
1974                         return 0;
1975         }
1976
1977         if(self.team_forced < 0)
1978                 return 0; // forced spectators can never join
1979
1980         // TODO simplify this
1981         entity e;
1982         float totalClients = 0;
1983         FOR_EACH_CLIENT(e)
1984                 if(e != ignore)
1985                         totalClients += 1;
1986
1987         if (!autocvar_g_maxplayers)
1988                 return maxclients - totalClients;
1989
1990         float currentlyPlaying = 0;
1991         FOR_EACH_REALCLIENT(e)
1992                 if(IS_PLAYER(e) || e.caplayer == 1)
1993                         currentlyPlaying += 1;
1994
1995         if(currentlyPlaying < autocvar_g_maxplayers)
1996                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1997
1998         return 0;
1999 }
2000
2001 /**
2002  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2003  * g_maxplayers_spectator_blocktime seconds
2004  */
2005 void checkSpectatorBlock() {
2006         if(IS_SPEC(self) || IS_OBSERVER(self)) {
2007                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2008                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2009                         dropclient(self);
2010                 }
2011         }
2012 }
2013
2014 void PrintWelcomeMessage()
2015 {
2016         if(self.motd_actived_time == 0)
2017         {
2018                 if (autocvar_g_campaign) {
2019                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2020                                 self.motd_actived_time = time;
2021                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2022                         }
2023                 } else {
2024                         if (self.BUTTON_INFO) {
2025                                 self.motd_actived_time = time;
2026                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2027                         }
2028                 }
2029         }
2030         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2031         {
2032                 if (autocvar_g_campaign) {
2033                         if (self.BUTTON_INFO)
2034                                 self.motd_actived_time = time;
2035                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2036                                 self.motd_actived_time = 0;
2037                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2038                         }
2039                 } else {
2040                         if (self.BUTTON_INFO)
2041                                 self.motd_actived_time = time;
2042                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2043                                 self.motd_actived_time = 0;
2044                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2045                         }
2046                 }
2047         }
2048         else //if(self.motd_actived_time < 0) // just connected, motd is active
2049         {
2050                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2051                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2052                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2053                 {
2054                         // instanctly hide MOTD
2055                         self.motd_actived_time = 0;
2056                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2057                 }
2058         }
2059 }
2060
2061 void ObserverThink()
2062 {
2063         float prefered_movetype;
2064         if (self.flags & FL_JUMPRELEASED) {
2065                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2066                         self.flags &= ~FL_JUMPRELEASED;
2067                         self.flags |= FL_SPAWNING;
2068                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2069                         self.flags &= ~FL_JUMPRELEASED;
2070                         if(SpectateNext()) {
2071                                 self.classname = "spectator";
2072                         }
2073                 } else {
2074                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2075                         if (self.movetype != prefered_movetype)
2076                                 self.movetype = prefered_movetype;
2077                 }
2078         } else {
2079                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2080                         self.flags |= FL_JUMPRELEASED;
2081                         if(self.flags & FL_SPAWNING)
2082                         {
2083                                 self.flags &= ~FL_SPAWNING;
2084                                 LeaveSpectatorMode();
2085                                 return;
2086                         }
2087                 }
2088         }
2089 }
2090
2091 void SpectatorThink()
2092 {
2093         if (self.flags & FL_JUMPRELEASED) {
2094                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2095                         self.flags &= ~FL_JUMPRELEASED;
2096                         self.flags |= FL_SPAWNING;
2097                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2098                         self.flags &= ~FL_JUMPRELEASED;
2099                         if(SpectateNext()) {
2100                                 self.classname = "spectator";
2101                         } else {
2102                                 self.classname = "observer";
2103                                 PutClientInServer();
2104                         }
2105                         self.impulse = 0;
2106                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2107                         self.flags &= ~FL_JUMPRELEASED;
2108                         if(SpectatePrev()) {
2109                                 self.classname = "spectator";
2110                         } else {
2111                                 self.classname = "observer";
2112                                 PutClientInServer();
2113                         }
2114                         self.impulse = 0;
2115                 } else if (self.BUTTON_ATCK2) {
2116                         self.flags &= ~FL_JUMPRELEASED;
2117                         self.classname = "observer";
2118                         PutClientInServer();
2119                 } else {
2120                         if(!SpectateUpdate())
2121                                 PutObserverInServer();
2122                 }
2123         } else {
2124                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2125                         self.flags |= FL_JUMPRELEASED;
2126                         if(self.flags & FL_SPAWNING)
2127                         {
2128                                 self.flags &= ~FL_SPAWNING;
2129                                 LeaveSpectatorMode();
2130                                 return;
2131                         }
2132                 }
2133                 if(!SpectateUpdate())
2134                         PutObserverInServer();
2135         }
2136
2137         self.flags |= FL_CLIENT | FL_NOTARGET;
2138 }
2139
2140 void PlayerUseKey()
2141 {
2142         if (!IS_PLAYER(self))
2143                 return;
2144
2145         if(self.vehicle)
2146         {
2147         vehicles_exit(VHEF_NORMAL);
2148         return;
2149         }
2150
2151         // a use key was pressed; call handlers
2152         MUTATOR_CALLHOOK(PlayerUseKey);
2153 }
2154
2155 /*
2156 =============
2157 PlayerPreThink
2158
2159 Called every frame for each client before the physics are run
2160 =============
2161 */
2162 .float usekeypressed;
2163 void() nexball_setstatus;
2164 .float items_added;
2165 void PlayerPreThink (void)
2166 {
2167         WarpZone_PlayerPhysics_FixVAngle();
2168
2169         self.stat_game_starttime = game_starttime;
2170         self.stat_round_starttime = round_starttime;
2171         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2172         self.stat_leadlimit = autocvar_leadlimit;
2173
2174         if(frametime)
2175         {
2176                 // physics frames: update anticheat stuff
2177                 anticheat_prethink();
2178         }
2179
2180         if(blockSpectators && frametime)
2181                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2182                 checkSpectatorBlock();
2183
2184         zoomstate_set = 0;
2185
2186         if(self.netname_previous != self.netname)
2187         {
2188                 if(autocvar_sv_eventlog)
2189                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2190                 if(self.netname_previous)
2191                         strunzone(self.netname_previous);
2192                 self.netname_previous = strzone(self.netname);
2193         }
2194
2195         // version nagging
2196         if(self.version_nagtime)
2197                 if(self.cvar_g_xonoticversion)
2198                         if(time > self.version_nagtime)
2199                         {
2200                                 // don't notify git users
2201                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2202                                 {
2203                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2204                                         {
2205                                                 // notify release users if connecting to git
2206                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2207                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2208                                         }
2209                                         else
2210                                         {
2211                                                 float r;
2212                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2213                                                 if(r < 0)
2214                                                 {
2215                                                         // give users new version
2216                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2217                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2218                                                 }
2219                                                 else if(r > 0)
2220                                                 {
2221                                                         // notify users about old server version
2222                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2223                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2224                                                 }
2225                                         }
2226                                 }
2227                                 self.version_nagtime = 0;
2228                         }
2229
2230         // GOD MODE info
2231         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2232         {
2233                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2234                 self.max_armorvalue = 0;
2235         }
2236
2237 #ifdef TETRIS
2238         if (TetrisPreFrame())
2239                 return;
2240 #endif
2241
2242         MUTATOR_CALLHOOK(PlayerPreThink);
2243
2244         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2245         {
2246                 if(self.BUTTON_USE && !self.usekeypressed)
2247                         PlayerUseKey();
2248                 self.usekeypressed = self.BUTTON_USE;
2249         }
2250
2251         if(IS_REAL_CLIENT(self))
2252                 PrintWelcomeMessage();
2253
2254         if(IS_PLAYER(self))
2255         {
2256
2257                 CheckRules_Player();
2258
2259                 if (intermission_running)
2260                 {
2261                         IntermissionThink ();   // otherwise a button could be missed between
2262                         return;                                 // the think tics
2263                 }
2264
2265                 //don't allow the player to turn around while game is paused!
2266                 if(timeout_status == TIMEOUT_ACTIVE) {
2267                         // FIXME turn this into CSQC stuff
2268                         self.v_angle = self.lastV_angle;
2269                         self.angles = self.lastV_angle;
2270                         self.fixangle = TRUE;
2271                 }
2272
2273                 if(frametime)
2274                 {
2275                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2276                         {
2277                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2278                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2279                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2280
2281                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2282                                 {
2283                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2284                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2285                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2286                                 }
2287                         }
2288                         else
2289                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2290
2291                         player_powerups();
2292                 }
2293
2294                 if (self.deadflag != DEAD_NO)
2295                 {
2296                         if(self.personal && g_race_qualifying)
2297                         {
2298                                 if(time > self.respawn_time)
2299                                 {
2300                                         self.respawn_time = time + 1; // only retry once a second
2301                                         self.stat_respawn_time = self.respawn_time;
2302                                         respawn();
2303                                         self.impulse = 141;
2304                                 }
2305                         }
2306                         else
2307                         {
2308                                 float button_pressed;
2309                                 if(frametime)
2310                                         player_anim();
2311                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2312
2313                                 if (self.deadflag == DEAD_DYING)
2314                                 {
2315                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2316                                                 self.deadflag = DEAD_RESPAWNING;
2317                                         else if(!button_pressed)
2318                                                 self.deadflag = DEAD_DEAD;
2319                                 }
2320                                 else if (self.deadflag == DEAD_DEAD)
2321                                 {
2322                                         if(button_pressed)
2323                                                 self.deadflag = DEAD_RESPAWNABLE;
2324                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2325                                                 self.deadflag = DEAD_RESPAWNING;
2326                                 }
2327                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2328                                 {
2329                                         if(!button_pressed)
2330                                                 self.deadflag = DEAD_RESPAWNING;
2331                                 }
2332                                 else if (self.deadflag == DEAD_RESPAWNING)
2333                                 {
2334                                         if(time > self.respawn_time)
2335                                         {
2336                                                 self.respawn_time = time + 1; // only retry once a second
2337                                                 self.respawn_time_max = self.respawn_time;
2338                                                 respawn();
2339                                         }
2340                                 }
2341
2342                                 ShowRespawnCountdown();
2343
2344                                 if(self.respawn_flags & RESPAWN_SILENT)
2345                                         self.stat_respawn_time = 0;
2346                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2347                                         self.stat_respawn_time = self.respawn_time_max;
2348                                 else
2349                                         self.stat_respawn_time = self.respawn_time;
2350                         }
2351
2352                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2353                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2354                                 self.stat_respawn_time *= -1;
2355
2356                         return;
2357                 }
2358
2359                 self.prevorigin = self.origin;
2360
2361                 float do_crouch = self.BUTTON_CROUCH;
2362                 if(self.hook.state)
2363                         do_crouch = 0;
2364                 if(self.vehicle)
2365                         do_crouch = 0;
2366                 if(self.freezetag_frozen)
2367                         do_crouch = 0;
2368                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2369                         do_crouch = 0;
2370
2371                 if (do_crouch)
2372                 {
2373                         if (!self.crouch)
2374                         {
2375                                 self.crouch = TRUE;
2376                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2377                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2378                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2379                         }
2380                 }
2381                 else
2382                 {
2383                         if (self.crouch)
2384                         {
2385                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2386                                 if (!trace_startsolid)
2387                                 {
2388                                         self.crouch = FALSE;
2389                                         self.view_ofs = PL_VIEW_OFS;
2390                                         setsize (self, PL_MIN, PL_MAX);
2391                                 }
2392                         }
2393                 }
2394
2395                 FixPlayermodel();
2396
2397                 GrapplingHookFrame();
2398
2399                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2400                 //if(frametime)
2401                 {
2402                         self.items &= ~self.items_added;
2403
2404                         W_WeaponFrame();
2405
2406                         self.items_added = 0;
2407                         if(self.items & IT_JETPACK)
2408                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2409                                         self.items_added |= IT_FUEL;
2410
2411                         self.items |= self.items_added;
2412                 }
2413
2414                 player_regen();
2415
2416                 // rot nex charge to the charge limit
2417                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2418                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2419
2420                 if(frametime)
2421                         player_anim();
2422
2423                 // secret status
2424                 secrets_setstatus();
2425
2426                 // monsters status
2427                 monsters_setstatus();
2428
2429                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2430
2431                 //self.angles_y=self.v_angle_y + 90;   // temp
2432         } else if(gameover) {
2433                 if (intermission_running)
2434                         IntermissionThink ();   // otherwise a button could be missed between
2435                 return;
2436         } else if(IS_OBSERVER(self)) {
2437                 ObserverThink();
2438         } else if(IS_SPEC(self)) {
2439                 SpectatorThink();
2440         }
2441
2442         if(!zoomstate_set)
2443                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2444
2445         float oldspectatee_status;
2446         oldspectatee_status = self.spectatee_status;
2447         if(IS_SPEC(self))
2448                 self.spectatee_status = num_for_edict(self.enemy);
2449         else if(IS_OBSERVER(self))
2450                 self.spectatee_status = num_for_edict(self);
2451         else
2452                 self.spectatee_status = 0;
2453         if(self.spectatee_status != oldspectatee_status)
2454         {
2455                 ClientData_Touch(self);
2456                 if(g_race || g_cts)
2457                         race_InitSpectator();
2458         }
2459
2460         if(self.teamkill_soundtime)
2461         if(time > self.teamkill_soundtime)
2462         {
2463                 self.teamkill_soundtime = 0;
2464
2465                 entity oldpusher, oldself;
2466
2467                 oldself = self; self = self.teamkill_soundsource;
2468                 oldpusher = self.pusher; self.pusher = oldself;
2469
2470                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2471
2472                 self.pusher = oldpusher;
2473                 self = oldself;
2474         }
2475
2476         if(self.taunt_soundtime)
2477         if(time > self.taunt_soundtime)
2478         {
2479                 self.taunt_soundtime = 0;
2480                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2481         }
2482
2483         target_voicescript_next(self);
2484
2485         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2486         if(!self.weapon)
2487                 self.clip_load = self.clip_size = 0;
2488 }
2489
2490 float isInvisibleString(string s)
2491 {
2492         float i, n, c;
2493         s = strdecolorize(s);
2494         for((i = 0), (n = strlen(s)); i < n; ++i)
2495         {
2496                 c = str2chr(s, i);
2497                 switch(c)
2498                 {
2499                         case 0:
2500                         case 32: // space
2501                                 break;
2502                         case 192: // charmap space
2503                                 if (!autocvar_utf8_enable)
2504                                         break;
2505                                 return FALSE;
2506                         case 160: // space in unicode fonts
2507                         case 0xE000 + 192: // utf8 charmap space
2508                                 if (autocvar_utf8_enable)
2509                                         break;
2510                         default:
2511                                 return FALSE;
2512                 }
2513         }
2514         return TRUE;
2515 }
2516
2517 /*
2518 =============
2519 PlayerPostThink
2520
2521 Called every frame for each client after the physics are run
2522 =============
2523 */
2524 .float idlekick_lasttimeleft;
2525 void PlayerPostThink (void)
2526 {
2527         // Savage: Check for nameless players
2528         if (isInvisibleString(self.netname)) {
2529                 self.netname = "Player";
2530                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2531         }
2532
2533         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2534         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2535         {
2536                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2537                 {
2538                         if(self.idlekick_lasttimeleft)
2539                         {
2540                                 self.idlekick_lasttimeleft = 0;
2541                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2542                         }
2543                 }
2544                 else
2545                 {
2546                         float timeleft;
2547                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2548                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2549                         {
2550                                 if(!self.idlekick_lasttimeleft)
2551                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2552                         }
2553                         if(timeleft <= 0)
2554                         {
2555                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2556                                 dropclient(self);
2557                                 return;
2558                         }
2559                         else if(timeleft <= 10)
2560                         {
2561                                 if(timeleft != self.idlekick_lasttimeleft)
2562                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2563                                 self.idlekick_lasttimeleft = timeleft;
2564                         }
2565                 }
2566         }
2567
2568 #ifdef TETRIS
2569         if(self.impulse == 100)
2570                 ImpulseCommands();
2571         if (!TetrisPostFrame())
2572         {
2573 #endif
2574
2575         CheatFrame();
2576
2577         //CheckPlayerJump();
2578
2579         if(IS_PLAYER(self)) {
2580                 CheckRules_Player();
2581                 UpdateChatBubble();
2582                 if (self.impulse)
2583                         ImpulseCommands();
2584                 if (intermission_running)
2585                         return;         // intermission or finale
2586                 GetPressedKeys();
2587         }
2588
2589 #ifdef TETRIS
2590         }
2591 #endif
2592
2593         /*
2594         float i;
2595         for(i = 0; i < 1000; ++i)
2596         {
2597                 vector end;
2598                 end = self.origin + '0 0 1024' + 512 * randomvec();
2599                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2600                 if(trace_fraction < 1)
2601                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2602                 {
2603                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2604                         break;
2605                 }
2606         }
2607         */
2608
2609         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2610
2611         if(self.waypointsprite_attachedforcarrier)
2612                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2613
2614         playerdemo_write();
2615
2616         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2617         {
2618                 if (!self.stored_netname)
2619                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2620                 if(self.stored_netname != self.netname)
2621                 {
2622                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2623                         strunzone(self.stored_netname);
2624                         self.stored_netname = strzone(self.netname);
2625                 }
2626         }
2627
2628         /*
2629         if(g_race)
2630                 dprintf("%f %.6f\n", time, race_GetFractionalLapCount(self));
2631         */
2632
2633         CSQCMODEL_AUTOUPDATE();
2634 }