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observers: fix size
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1 #include "cl_client.qh"
2
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
6 #include "ipban.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
13 #include "g_hook.qh"
14 #include "command/common.qh"
15 #include "cheats.qh"
16 #include "g_world.qh"
17 #include "race.qh"
18 #include "antilag.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21
22 #include "bot/bot.qh"
23 #include "bot/navigation.qh"
24
25 #include "../common/ent_cs.qh"
26 #include <common/state.qh>
27
28 #include "../common/triggers/teleporters.qh"
29
30 #include "../common/vehicles/all.qh"
31
32 #include "weapons/hitplot.qh"
33 #include "weapons/weaponsystem.qh"
34
35 #include "../common/net_notice.qh"
36 #include "../common/physics/player.qh"
37
38 #include "../common/items/all.qc"
39
40 #include "../common/mutators/mutator/waypoints/all.qh"
41
42 #include "../common/triggers/subs.qh"
43 #include "../common/triggers/triggers.qh"
44 #include "../common/triggers/trigger/secret.qh"
45
46 #include "../common/minigames/sv_minigames.qh"
47
48 #include "../common/items/inventory.qh"
49
50 #include "../common/monsters/sv_monsters.qh"
51
52 #include "../lib/warpzone/server.qh"
53
54
55 void send_CSQC_teamnagger() {
56         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
57 }
58
59 bool ClientData_Send(entity this, entity to, int sf)
60 {
61         assert(to == this.owner, return false);
62
63         entity e = to;
64         if (IS_SPEC(e)) e = e.enemy;
65
66         sf = 0;
67         if (e.race_completed)       sf |= 1; // forced scoreboard
68         if (to.spectatee_status)    sf |= 2; // spectator ent number follows
69         if (e.zoomstate)            sf |= 4; // zoomed
70         if (e.porto_v_angle_held)   sf |= 8; // angles held
71
72         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
73         WriteByte(MSG_ENTITY, sf);
74
75         if (sf & 2)
76         {
77                 WriteByte(MSG_ENTITY, to.spectatee_status);
78         }
79         if (sf & 8)
80         {
81                 WriteAngle(MSG_ENTITY, e.v_angle.x);
82                 WriteAngle(MSG_ENTITY, e.v_angle.y);
83         }
84         return true;
85 }
86
87 void ClientData_Attach(entity this)
88 {
89         Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
90         self.clientdata.drawonlytoclient = this;
91         self.clientdata.owner = this;
92 }
93
94 void ClientData_Detach(entity this)
95 {
96         remove(this.clientdata);
97         self.clientdata = NULL;
98 }
99
100 void ClientData_Touch(entity e)
101 {
102         e.clientdata.SendFlags = 1;
103
104         // make it spectatable
105         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
106 }
107
108 .string netname_previous;
109
110 void SetSpectatee(entity player, entity spectatee);
111
112
113 /*
114 =============
115 CheckPlayerModel
116
117 Checks if the argument string can be a valid playermodel.
118 Returns a valid one in doubt.
119 =============
120 */
121 string FallbackPlayerModel;
122 string CheckPlayerModel(string plyermodel) {
123         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
124         {
125                 // note: we cannot summon Don Strunzone here, some player may
126                 // still have the model string set. In case anyone manages how
127                 // to change a cvar default, we'll have a small leak here.
128                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
129         }
130         // only in right path
131         if( substring(plyermodel,0,14) != "models/player/")
132                 return FallbackPlayerModel;
133         // only good file extensions
134         if(substring(plyermodel,-4,4) != ".zym")
135         if(substring(plyermodel,-4,4) != ".dpm")
136         if(substring(plyermodel,-4,4) != ".iqm")
137         if(substring(plyermodel,-4,4) != ".md3")
138         if(substring(plyermodel,-4,4) != ".psk")
139                 return FallbackPlayerModel;
140         // forbid the LOD models
141         if(substring(plyermodel, -9,5) == "_lod1")
142                 return FallbackPlayerModel;
143         if(substring(plyermodel, -9,5) == "_lod2")
144                 return FallbackPlayerModel;
145         if(plyermodel != strtolower(plyermodel))
146                 return FallbackPlayerModel;
147         // also, restrict to server models
148         if(autocvar_sv_servermodelsonly)
149         {
150                 if(!fexists(plyermodel))
151                         return FallbackPlayerModel;
152         }
153         return plyermodel;
154 }
155
156 void setplayermodel(entity e, string modelname)
157 {
158         precache_model(modelname);
159         _setmodel(e, modelname);
160         player_setupanimsformodel();
161 }
162
163 void FixPlayermodel(entity player);
164 /** putting a client as observer in the server */
165 void PutObserverInServer()
166 {
167         SELFPARAM();
168     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
169         PlayerState_detach(this);
170
171         if (IS_PLAYER(this) && this.health >= 1) {
172         // despawn effect
173                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
174     }
175
176     {
177         entity spot = SelectSpawnPoint(true);
178         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
179         this.angles = spot.angles;
180         this.angles_z = 0;
181         this.fixangle = true;
182         // offset it so that the spectator spawns higher off the ground, looks better this way
183         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
184         this.prevorigin = this.origin;
185         if (IS_REAL_CLIENT(this))
186         {
187             msg_entity = this;
188             WriteByte(MSG_ONE, SVC_SETVIEW);
189             WriteEntity(MSG_ONE, this);
190         }
191         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
192         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
193         setmodel(this, MDL_Null);
194         setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
195         this.view_ofs = '0 0 0';
196     }
197
198     RemoveGrapplingHook(this);
199         Portal_ClearAll(this);
200         Unfreeze(this);
201
202         if (this.alivetime)
203         {
204                 if (!warmup_stage)
205                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
206                 this.alivetime = 0;
207         }
208
209         if (this.vehicle) vehicles_exit(VHEF_RELEASE);
210
211         WaypointSprite_PlayerDead(this);
212
213         if (mutator_returnvalue) {
214             // mutator prevents resetting teams+score
215         } else {
216                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
217         this.frags = FRAGS_SPECTATOR;
218         PlayerScore_Clear(this);  // clear scores when needed
219     }
220
221         if (this.killcount != FRAGS_SPECTATOR)
222         {
223                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
224                 if(!intermission_running)
225                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
226                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
227
228                 if(this.just_joined == false) {
229                         LogTeamchange(this.playerid, -1, 4);
230                 } else
231                         this.just_joined = false;
232         }
233
234         accuracy_resend(this);
235
236         this.spectatortime = time;
237         this.bot_attack = false;
238     this.hud = HUD_NORMAL;
239         this.classname = STR_OBSERVER;
240         this.iscreature = false;
241         this.teleportable = TELEPORT_SIMPLE;
242         this.damagedbycontents = false;
243         this.health = FRAGS_SPECTATOR;
244         this.takedamage = DAMAGE_NO;
245         this.solid = SOLID_NOT;
246         this.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
247         this.flags = FL_CLIENT | FL_NOTARGET;
248         this.armorvalue = 666;
249         this.effects = 0;
250         this.armorvalue = autocvar_g_balance_armor_start;
251         this.pauserotarmor_finished = 0;
252         this.pauserothealth_finished = 0;
253         this.pauseregen_finished = 0;
254         this.damageforcescale = 0;
255         this.death_time = 0;
256         this.respawn_flags = 0;
257         this.respawn_time = 0;
258         this.stat_respawn_time = 0;
259         this.alpha = 0;
260         this.scale = 0;
261         this.fade_time = 0;
262         this.pain_frame = 0;
263         this.pain_finished = 0;
264         this.strength_finished = 0;
265         this.invincible_finished = 0;
266         this.superweapons_finished = 0;
267         this.pushltime = 0;
268         this.istypefrag = 0;
269         this.think = func_null;
270         this.nextthink = 0;
271         this.hook_time = 0;
272         this.deadflag = DEAD_NO;
273         this.crouch = false;
274         this.revival_time = 0;
275
276         this.items = 0;
277         this.weapons = '0 0 0';
278         this.drawonlytoclient = this;
279
280         this.weaponname = "";
281         this.weaponmodel = "";
282         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
283         {
284                 this.weaponentities[slot] = NULL;
285         }
286         this.exteriorweaponentity = NULL;
287         this.killcount = FRAGS_SPECTATOR;
288         this.velocity = '0 0 0';
289         this.avelocity = '0 0 0';
290         this.punchangle = '0 0 0';
291         this.punchvector = '0 0 0';
292         this.oldvelocity = this.velocity;
293         this.fire_endtime = -1;
294         this.event_damage = func_null;
295 }
296
297 int player_getspecies(entity this)
298 {
299         get_model_parameters(this.model, this.skin);
300         int s = get_model_parameters_species;
301         get_model_parameters(string_null, 0);
302         if (s < 0) return SPECIES_HUMAN;
303         return s;
304 }
305
306 .float model_randomizer;
307 void FixPlayermodel(entity player)
308 {
309         string defaultmodel = "";
310         int defaultskin = 0;
311         if(autocvar_sv_defaultcharacter)
312         {
313                 if(teamplay)
314                 {
315                         string s = Static_Team_ColorName_Lower(player.team);
316                         if (s != "neutral")
317                         {
318                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
319                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
320                         }
321                 }
322
323                 if(defaultmodel == "")
324                 {
325                         defaultmodel = autocvar_sv_defaultplayermodel;
326                         defaultskin = autocvar_sv_defaultplayerskin;
327                 }
328
329                 int n = tokenize_console(defaultmodel);
330                 if(n > 0)
331                 {
332                         defaultmodel = argv(floor(n * player.model_randomizer));
333                         // However, do NOT randomize if the player-selected model is in the list.
334                         for (int i = 0; i < n; ++i)
335                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
336                                         defaultmodel = argv(i);
337                 }
338
339                 int i = strstrofs(defaultmodel, ":", 0);
340                 if(i >= 0)
341                 {
342                         defaultskin = stof(substring(defaultmodel, i+1, -1));
343                         defaultmodel = substring(defaultmodel, 0, i);
344                 }
345         }
346         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
347         defaultmodel = ret_string;
348         defaultskin = ret_int;
349
350         bool chmdl = false;
351         int oldskin;
352         if(defaultmodel != "")
353         {
354                 if (defaultmodel != player.model)
355                 {
356                         vector m1 = player.mins;
357                         vector m2 = player.maxs;
358                         setplayermodel (player, defaultmodel);
359                         setsize (player, m1, m2);
360                         chmdl = true;
361                 }
362
363                 oldskin = player.skin;
364                 player.skin = defaultskin;
365         } else {
366                 if (player.playermodel != player.model || player.playermodel == "")
367                 {
368                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
369                         vector m1 = player.mins;
370                         vector m2 = player.maxs;
371                         setplayermodel (player, player.playermodel);
372                         setsize (player, m1, m2);
373                         chmdl = true;
374                 }
375
376                 oldskin = player.skin;
377                 player.skin = stof(player.playerskin);
378         }
379
380         if(chmdl || oldskin != player.skin) // model or skin has changed
381         {
382                 player.species = player_getspecies(player); // update species
383         }
384
385         if(!teamplay)
386                 if(strlen(autocvar_sv_defaultplayercolors))
387                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
388                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
389 }
390
391
392 /** Called when a client spawns in the server */
393 void PutClientInServer()
394 {
395         SELFPARAM();
396         if (IS_BOT_CLIENT(this)) {
397                 this.classname = STR_PLAYER;
398         } else if (IS_REAL_CLIENT(this)) {
399                 msg_entity = this;
400                 WriteByte(MSG_ONE, SVC_SETVIEW);
401                 WriteEntity(MSG_ONE, this);
402         }
403         if (gameover) {
404                 this.classname = STR_OBSERVER;
405         }
406
407         SetSpectatee(this, NULL);
408
409         // reset player keys
410         this.itemkeys = 0;
411
412         MUTATOR_CALLHOOK(PutClientInServer, this);
413
414         if (IS_OBSERVER(this)) {
415                 PutObserverInServer();
416         } else if (IS_PLAYER(this)) {
417                 PlayerState_attach(this);
418                 accuracy_resend(this);
419
420                 if (this.team < 0)
421                         JoinBestTeam(this, false, true);
422
423                 entity spot = SelectSpawnPoint(false);
424                 if (!spot) {
425                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
426                         return; // spawn failed
427                 }
428
429                 this.classname = STR_PLAYER;
430                 this.wasplayer = true;
431                 this.iscreature = true;
432                 this.teleportable = TELEPORT_NORMAL;
433                 this.damagedbycontents = true;
434                 this.movetype = MOVETYPE_WALK;
435                 this.solid = SOLID_SLIDEBOX;
436                 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
437                 if (autocvar_g_playerclip_collisions)
438                         this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
439                 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
440                         this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
441                 this.frags = FRAGS_PLAYER;
442                 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
443                 this.flags = FL_CLIENT | FL_PICKUPITEMS;
444                 if (autocvar__notarget)
445                         this.flags |= FL_NOTARGET;
446                 this.takedamage = DAMAGE_AIM;
447                 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
448                 this.dmg = 2; // WTF
449
450                 if (warmup_stage) {
451                         this.ammo_shells = warmup_start_ammo_shells;
452                         this.ammo_nails = warmup_start_ammo_nails;
453                         this.ammo_rockets = warmup_start_ammo_rockets;
454                         this.ammo_cells = warmup_start_ammo_cells;
455                         this.ammo_plasma = warmup_start_ammo_plasma;
456                         this.ammo_fuel = warmup_start_ammo_fuel;
457                         this.health = warmup_start_health;
458                         this.armorvalue = warmup_start_armorvalue;
459                         this.weapons = WARMUP_START_WEAPONS;
460                 } else {
461                         this.ammo_shells = start_ammo_shells;
462                         this.ammo_nails = start_ammo_nails;
463                         this.ammo_rockets = start_ammo_rockets;
464                         this.ammo_cells = start_ammo_cells;
465                         this.ammo_plasma = start_ammo_plasma;
466                         this.ammo_fuel = start_ammo_fuel;
467                         this.health = start_health;
468                         this.armorvalue = start_armorvalue;
469                         this.weapons = start_weapons;
470                 }
471
472                 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
473
474                 this.items = start_items;
475
476                 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
477                 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
478                 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
479                 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
480                 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
481                 // extend the pause of rotting if client was reset at the beginning of the countdown
482                 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
483                         float f = game_starttime - time;
484                         this.spawnshieldtime += f;
485                         this.pauserotarmor_finished += f;
486                         this.pauserothealth_finished += f;
487                         this.pauseregen_finished += f;
488                 }
489                 this.damageforcescale = 2;
490                 this.death_time = 0;
491                 this.respawn_flags = 0;
492                 this.respawn_time = 0;
493                 this.stat_respawn_time = 0;
494                 this.scale = autocvar_sv_player_scale;
495                 this.fade_time = 0;
496                 this.pain_frame = 0;
497                 this.pain_finished = 0;
498                 this.pushltime = 0;
499                 this.think = func_null; // players have no think function
500                 this.nextthink = 0;
501                 this.dmg_team = 0;
502                 this.ballistics_density = autocvar_g_ballistics_density_player;
503
504                 this.deadflag = DEAD_NO;
505
506                 this.angles = spot.angles;
507                 this.angles_z = 0; // never spawn tilted even if the spot says to
508                 if (IS_BOT_CLIENT(this))
509                         this.v_angle = this.angles;
510                 this.fixangle = true; // turn this way immediately
511                 this.oldvelocity = this.velocity = '0 0 0';
512                 this.avelocity = '0 0 0';
513                 this.punchangle = '0 0 0';
514                 this.punchvector = '0 0 0';
515
516                 this.strength_finished = 0;
517                 this.invincible_finished = 0;
518                 this.fire_endtime = -1;
519                 this.revival_time = 0;
520                 this.air_finished = time + 12;
521
522                 entity spawnevent = new_pure(spawnevent);
523                 spawnevent.owner = this;
524                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
525
526                 // Cut off any still running player sounds.
527                 stopsound(this, CH_PLAYER_SINGLE);
528
529                 this.model = "";
530                 FixPlayermodel(this);
531                 this.drawonlytoclient = NULL;
532
533                 this.crouch = false;
534                 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
535                 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
536                 this.spawnorigin = spot.origin;
537                 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
538                 // don't reset back to last position, even if new position is stuck in solid
539                 this.oldorigin = this.origin;
540                 this.prevorigin = this.origin;
541                 this.lastteleporttime = time; // prevent insane speeds due to changing origin
542         this.hud = HUD_NORMAL;
543
544                 this.event_damage = PlayerDamage;
545
546                 this.bot_attack = true;
547                 this.monster_attack = true;
548
549                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
550
551                 if (this.killcount == FRAGS_SPECTATOR) {
552                         PlayerScore_Clear(this);
553                         this.killcount = 0;
554                 }
555
556                 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
557                 {
558                         CL_SpawnWeaponentity(this, weaponentities[slot]);
559                 }
560                 this.alpha = default_player_alpha;
561                 this.colormod = '1 1 1' * autocvar_g_player_brightness;
562                 this.exteriorweaponentity.alpha = default_weapon_alpha;
563
564                 this.speedrunning = false;
565
566                 target_voicescript_clear(this);
567
568                 // reset fields the weapons may use
569                 FOREACH(Weapons, true, LAMBDA(
570                         it.wr_resetplayer(it);
571                         // reload all reloadable weapons
572                         if (it.spawnflags & WEP_FLAG_RELOADABLE) {
573                                 this.weapon_load[it.m_id] = it.reloading_ammo;
574                         }
575                 ));
576
577                 {
578                         string s = spot.target;
579                         spot.target = string_null;
580                         WITH(entity, activator, this, LAMBDA(
581                                 WITH(entity, self, spot, SUB_UseTargets())
582                         ));
583                         spot.target = s;
584                 }
585
586                 Unfreeze(this);
587
588                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
589
590                 if (autocvar_spawn_debug)
591                 {
592                         sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
593                         remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
594                 }
595
596                 PS(this).m_switchweapon = w_getbestweapon(this);
597                 this.cnt = -1; // W_LastWeapon will not complain
598                 PS(this).m_weapon = WEP_Null;
599                 this.weaponname = "";
600                 PS(this).m_switchingweapon = WEP_Null;
601
602                 if (!warmup_stage && !this.alivetime)
603                         this.alivetime = time;
604
605                 antilag_clear(this);
606         }
607 }
608
609 void ClientInit_misc();
610
611 .float ebouncefactor, ebouncestop; // electro's values
612 // TODO do we need all these fields, or should we stop autodetecting runtime
613 // changes and just have a console command to update this?
614 bool ClientInit_SendEntity(entity this, entity to, int sf)
615 {
616         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
617         return = true;
618         msg_entity = to;
619         // MSG_INIT replacement
620         // TODO: make easier to use
621         Registry_send_all();
622         W_PROP_reload(MSG_ONE, to);
623         ClientInit_misc();
624         MUTATOR_CALLHOOK(Ent_Init);
625 }
626 void ClientInit_misc()
627 {
628         int channel = MSG_ONE;
629         WriteHeader(channel, ENT_CLIENT_INIT);
630         WriteByte(channel, g_nexball_meter_period * 32);
631         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
632         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
633         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
634         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
635         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
636         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
637         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
638         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
639
640         if(sv_foginterval && world.fog != "")
641                 WriteString(channel, world.fog);
642         else
643                 WriteString(channel, "");
644         WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
645         WriteByte(channel, serverflags); // client has to know if it should zoom or not
646         WriteCoord(channel, autocvar_g_trueaim_minrange);
647 }
648
649 void ClientInit_CheckUpdate()
650 {SELFPARAM();
651         self.nextthink = time;
652         if(self.count != autocvar_g_balance_armor_blockpercent)
653         {
654                 self.count = autocvar_g_balance_armor_blockpercent;
655                 self.SendFlags |= 1;
656         }
657 }
658
659 void ClientInit_Spawn()
660 {SELFPARAM();
661
662         entity e = new_pure(clientinit);
663         e.think = ClientInit_CheckUpdate;
664         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
665
666         WITH(entity, self, e, ClientInit_CheckUpdate());
667 }
668
669 /*
670 =============
671 SetNewParms
672 =============
673 */
674 void SetNewParms ()
675 {
676         // initialize parms for a new player
677         parm1 = -(86400 * 366);
678
679         MUTATOR_CALLHOOK(SetNewParms);
680 }
681
682 /*
683 =============
684 SetChangeParms
685 =============
686 */
687 void SetChangeParms ()
688 {SELFPARAM();
689         // save parms for level change
690         parm1 = self.parm_idlesince - time;
691
692         MUTATOR_CALLHOOK(SetChangeParms);
693 }
694
695 /*
696 =============
697 DecodeLevelParms
698 =============
699 */
700 void DecodeLevelParms(entity this)
701 {
702         // load parms
703         this.parm_idlesince = parm1;
704         if (this.parm_idlesince == -(86400 * 366))
705                 this.parm_idlesince = time;
706
707         // whatever happens, allow 60 seconds of idling directly after connect for map loading
708         this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
709
710         MUTATOR_CALLHOOK(DecodeLevelParms);
711 }
712
713 /*
714 =============
715 ClientKill
716
717 Called when a client types 'kill' in the console
718 =============
719 */
720
721 .float clientkill_nexttime;
722 void ClientKill_Now_TeamChange(entity this)
723 {
724         if(this.killindicator_teamchange == -1)
725         {
726                 JoinBestTeam( this, false, true );
727         }
728         else if(this.killindicator_teamchange == -2)
729         {
730                 if(blockSpectators)
731                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
732                 WITH(entity, self, this, PutObserverInServer());
733         }
734         else
735                 WITH(entity, self, this, SV_ChangeTeam(this.killindicator_teamchange - 1));
736         this.killindicator_teamchange = 0;
737 }
738
739 void ClientKill_Now()
740 {SELFPARAM();
741         if(self.vehicle)
742         {
743             vehicles_exit(VHEF_RELEASE);
744             if(!self.killindicator_teamchange)
745             {
746             self.vehicle_health = -1;
747             Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
748             }
749         }
750
751         if(self.killindicator && !wasfreed(self.killindicator))
752                 remove(self.killindicator);
753
754         self.killindicator = world;
755
756         if(self.killindicator_teamchange)
757                 ClientKill_Now_TeamChange(self);
758
759         if(IS_PLAYER(self))
760                 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
761
762         // now I am sure the player IS dead
763 }
764 void KillIndicator_Think()
765 {SELFPARAM();
766         if (gameover)
767         {
768                 self.owner.killindicator = world;
769                 remove(self);
770                 return;
771         }
772
773         if (self.owner.alpha < 0 && !self.owner.vehicle)
774         {
775                 self.owner.killindicator = world;
776                 remove(self);
777                 return;
778         }
779
780         if(self.cnt <= 0)
781         {
782                 WITH(entity, self, self.owner, ClientKill_Now());
783                 return;
784         }
785     else if(g_cts && self.health == 1) // health == 1 means that it's silent
786     {
787         self.nextthink = time + 1;
788         self.cnt -= 1;
789     }
790         else
791         {
792                 if(self.cnt <= 10)
793                         setmodel(self, MDL_NUM(self.cnt));
794                 if(IS_REAL_CLIENT(self.owner))
795                 {
796                         if(self.cnt <= 10)
797                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
798                 }
799                 self.nextthink = time + 1;
800                 self.cnt -= 1;
801         }
802 }
803
804 float clientkilltime;
805 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
806 {SELFPARAM();
807         float killtime;
808         float starttime;
809         entity e;
810
811         if (gameover)
812                 return;
813
814         killtime = autocvar_g_balance_kill_delay;
815
816         if(g_race_qualifying || g_cts)
817                 killtime = 0;
818
819     if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
820         return;
821
822         self.killindicator_teamchange = targetteam;
823
824     if(!self.killindicator)
825         {
826                 if(!IS_DEAD(self))
827                 {
828                         killtime = max(killtime, self.clientkill_nexttime - time);
829                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
830                 }
831
832                 if(killtime <= 0 || !IS_PLAYER(self) || IS_DEAD(self))
833                 {
834                         ClientKill_Now();
835                 }
836                 else
837                 {
838                         starttime = max(time, clientkilltime);
839
840                         self.killindicator = spawn();
841                         self.killindicator.owner = self;
842                         self.killindicator.scale = 0.5;
843                         setattachment(self.killindicator, self, "");
844                         setorigin(self.killindicator, '0 0 52');
845                         self.killindicator.think = KillIndicator_Think;
846                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
847                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
848                         self.killindicator.cnt = ceil(killtime);
849                         self.killindicator.count = bound(0, ceil(killtime), 10);
850                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
851
852                         for(e = world; (e = find(e, classname, "body")) != world; )
853                         {
854                                 if(e.enemy != self)
855                                         continue;
856                                 e.killindicator = spawn();
857                                 e.killindicator.owner = e;
858                                 e.killindicator.scale = 0.5;
859                                 setattachment(e.killindicator, e, "");
860                                 setorigin(e.killindicator, '0 0 52');
861                                 e.killindicator.think = KillIndicator_Think;
862                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
863                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
864                                 e.killindicator.cnt = ceil(killtime);
865                         }
866                         self.lip = 0;
867                 }
868         }
869         if(self.killindicator)
870         {
871                 if(targetteam == 0) // just die
872                 {
873                         self.killindicator.colormod = '0 0 0';
874                         if(IS_REAL_CLIENT(self))
875                         if(self.killindicator.cnt > 0)
876                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
877                 }
878                 else if(targetteam == -1) // auto
879                 {
880                         self.killindicator.colormod = '0 1 0';
881                         if(IS_REAL_CLIENT(self))
882                         if(self.killindicator.cnt > 0)
883                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
884                 }
885                 else if(targetteam == -2) // spectate
886                 {
887                         self.killindicator.colormod = '0.5 0.5 0.5';
888                         if(IS_REAL_CLIENT(self))
889                         if(self.killindicator.cnt > 0)
890                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
891                 }
892                 else
893                 {
894                         self.killindicator.colormod = Team_ColorRGB(targetteam);
895                         if(IS_REAL_CLIENT(self))
896                         if(self.killindicator.cnt > 0)
897                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), self.killindicator.cnt);
898                 }
899         }
900
901 }
902
903 void ClientKill ()
904 {SELFPARAM();
905         if(gameover) return;
906         if(self.player_blocked) return;
907         if(STAT(FROZEN, self)) return;
908
909         ClientKill_TeamChange(0);
910 }
911
912 void FixClientCvars(entity e)
913 {
914         // send prediction settings to the client
915         stuffcmd(e, "\nin_bindmap 0 0\n");
916         if(autocvar_g_antilag == 3) // client side hitscan
917                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
918         if(autocvar_sv_gentle)
919                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
920
921         MUTATOR_CALLHOOK(FixClientCvars, e);
922 }
923
924 float PlayerInIDList(entity p, string idlist)
925 {
926         float n, i;
927         string s;
928
929         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
930         if (!p.crypto_idfp)
931                 return 0;
932
933         // this function allows abbreviated player IDs too!
934         n = tokenize_console(idlist);
935         for(i = 0; i < n; ++i)
936         {
937                 s = argv(i);
938                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
939                         return 1;
940         }
941
942         return 0;
943 }
944
945 #ifdef DP_EXT_PRECONNECT
946 /*
947 =============
948 ClientPreConnect
949
950 Called once (not at each match start) when a client begins a connection to the server
951 =============
952 */
953 void ClientPreConnect ()
954 {SELFPARAM();
955         if(autocvar_sv_eventlog)
956         {
957                 GameLogEcho(sprintf(":connect:%d:%d:%s",
958                         self.playerid,
959                         etof(self),
960                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
961                 ));
962         }
963 }
964 #endif
965
966 /**
967 =============
968 ClientConnect
969
970 Called when a client connects to the server
971 =============
972 */
973 void ClientConnect()
974 {
975         SELFPARAM();
976         if (Ban_MaybeEnforceBanOnce(this)) return;
977         assert(!IS_CLIENT(this), return);
978         assert(player_count >= 0, player_count = 0);
979         this.classname = "player_joining";
980         this.flags = FL_CLIENT;
981
982 #ifdef WATERMARK
983         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
984 #endif
985         this.version_nagtime = time + 10 + random() * 10;
986
987         ClientState_attach(this);
988
989         // identify the right forced team
990         if (autocvar_g_campaign)
991         {
992                 if (IS_REAL_CLIENT(this)) // only players, not bots
993                 {
994                         switch (autocvar_g_campaign_forceteam)
995                         {
996                                 case 1: this.team_forced = NUM_TEAM_1; break;
997                                 case 2: this.team_forced = NUM_TEAM_2; break;
998                                 case 3: this.team_forced = NUM_TEAM_3; break;
999                                 case 4: this.team_forced = NUM_TEAM_4; break;
1000                                 default: this.team_forced = 0;
1001                         }
1002                 }
1003         }
1004         else if (PlayerInIDList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1005         else if (PlayerInIDList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1006         else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1007         else if (PlayerInIDList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1008         else switch (autocvar_g_forced_team_otherwise)
1009         {
1010                 default: this.team_forced = 0; break;
1011                 case "red": this.team_forced = NUM_TEAM_1; break;
1012                 case "blue": this.team_forced = NUM_TEAM_2; break;
1013                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1014                 case "pink": this.team_forced = NUM_TEAM_4; break;
1015                 case "spectate":
1016                 case "spectator":
1017                         this.team_forced = -1;
1018                         break;
1019         }
1020         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1021
1022         JoinBestTeam(this, false, false); // if the team number is valid, keep it
1023
1024         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1025                 this.classname = STR_OBSERVER;
1026         } else {
1027                 if (!teamplay || autocvar_g_balance_teams)
1028                 {
1029                         this.classname = STR_PLAYER;
1030                         campaign_bots_may_start = 1;
1031                 }
1032                 else
1033                 {
1034                         this.classname = STR_OBSERVER; // do it anyway
1035                 }
1036         }
1037
1038         this.playerid = ++playerid_last;
1039
1040         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1041
1042         // always track bots, don't ask for cl_allow_uidtracking
1043     if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1044
1045         if (autocvar_sv_eventlog)
1046                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1047
1048         LogTeamchange(this.playerid, this.team, 1);
1049
1050         this.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1051
1052         this.netname_previous = strzone(this.netname);
1053
1054         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1055
1056         stuffcmd(this, clientstuff, "\n");
1057         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1058
1059         FixClientCvars(this);
1060
1061         // get version info from player
1062         stuffcmd(this, "cmd clientversion $gameversion\n");
1063
1064         // notify about available teams
1065         if (teamplay)
1066         {
1067                 CheckAllowedTeams(this);
1068                 int t = 0;
1069                 if (c1 >= 0) t |= BIT(0);
1070                 if (c2 >= 0) t |= BIT(1);
1071                 if (c3 >= 0) t |= BIT(2);
1072                 if (c4 >= 0) t |= BIT(3);
1073                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1074         }
1075         else
1076         {
1077                 stuffcmd(this, "set _teams_available 0\n");
1078         }
1079
1080         bot_relinkplayerlist();
1081
1082         this.spectatortime = time;
1083         if (blockSpectators)
1084         {
1085                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1086         }
1087
1088         this.jointime = time;
1089         this.allowed_timeouts = autocvar_sv_timeout_number;
1090
1091         if (IS_REAL_CLIENT(this))
1092         {
1093                 if (!autocvar_g_campaign)
1094                 {
1095                         this.motd_actived_time = -1;
1096                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1097                 }
1098
1099                 if (g_weaponarena_weapons == WEPSET(TUBA))
1100                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1101         }
1102
1103         if (!sv_foginterval && world.fog != "")
1104                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1105
1106         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)))
1107                 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1108                         send_CSQC_teamnagger();
1109
1110         CSQCMODEL_AUTOINIT(this);
1111
1112         this.model_randomizer = random();
1113
1114         if (IS_REAL_CLIENT(this))
1115                 sv_notice_join(this);
1116
1117         FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1118                 WITH(entity, self, it, it.init_for_player(it));
1119         });
1120
1121         MUTATOR_CALLHOOK(ClientConnect, this);
1122 }
1123 /*
1124 =============
1125 ClientDisconnect
1126
1127 Called when a client disconnects from the server
1128 =============
1129 */
1130 .entity chatbubbleentity;
1131 void ReadyCount();
1132 void ClientDisconnect()
1133 {
1134         SELFPARAM();
1135         assert(IS_CLIENT(this), return);
1136
1137         PlayerStats_GameReport_FinalizePlayer(this);
1138         if (this.vehicle) vehicles_exit(VHEF_RELEASE);
1139         if (this.active_minigame) part_minigame(this);
1140         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1141
1142         if (autocvar_sv_eventlog)
1143                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1144
1145         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1146
1147     MUTATOR_CALLHOOK(ClientDisconnect);
1148
1149         ClientState_detach(this);
1150
1151         Portal_ClearAll(self);
1152
1153         Unfreeze(self);
1154
1155         RemoveGrapplingHook(self);
1156
1157         // Here, everything has been done that requires this player to be a client.
1158
1159         self.flags &= ~FL_CLIENT;
1160
1161         if (this.chatbubbleentity) remove(this.chatbubbleentity);
1162         if (this.killindicator) remove(this.killindicator);
1163
1164         WaypointSprite_PlayerGone();
1165
1166         bot_relinkplayerlist();
1167
1168         if (self.netname_previous) strunzone(self.netname_previous);
1169         if (self.clientstatus) strunzone(self.clientstatus);
1170         if (self.weaponorder_byimpulse) strunzone(self.weaponorder_byimpulse);
1171         if (self.personal) remove(self.personal);
1172
1173         this.playerid = 0;
1174         ReadyCount();
1175         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1176 }
1177
1178 void ChatBubbleThink()
1179 {SELFPARAM();
1180         self.nextthink = time;
1181         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1182         {
1183                 if(self.owner) // but why can that ever be world?
1184                         self.owner.chatbubbleentity = world;
1185                 remove(self);
1186                 return;
1187         }
1188
1189         self.mdl = "";
1190
1191         if ( !IS_DEAD(self.owner) && IS_PLAYER(self.owner) )
1192         {
1193                 if ( self.owner.active_minigame )
1194                         self.mdl = "models/sprites/minigame_busy.iqm";
1195                 else if (PHYS_INPUT_BUTTON_CHAT(self.owner))
1196                         self.mdl = "models/misc/chatbubble.spr";
1197         }
1198
1199         if ( self.model != self.mdl )
1200                 _setmodel(self, self.mdl);
1201
1202 }
1203
1204 void UpdateChatBubble()
1205 {SELFPARAM();
1206         if (self.alpha < 0)
1207                 return;
1208         // spawn a chatbubble entity if needed
1209         if (!self.chatbubbleentity)
1210         {
1211                 self.chatbubbleentity = new(chatbubbleentity);
1212                 self.chatbubbleentity.owner = self;
1213                 self.chatbubbleentity.exteriormodeltoclient = self;
1214                 self.chatbubbleentity.think = ChatBubbleThink;
1215                 self.chatbubbleentity.nextthink = time;
1216                 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1217                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1218                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1219                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1220                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1221                 //self.chatbubbleentity.model = "";
1222                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1223         }
1224 }
1225
1226
1227 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1228 // added to the model skins
1229 /*void UpdateColorModHack()
1230 {
1231         float c;
1232         c = self.clientcolors & 15;
1233         // LordHavoc: only bothering to support white, green, red, yellow, blue
1234              if (!teamplay) self.colormod = '0 0 0';
1235         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1236         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1237         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1238         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1239         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1240         else self.colormod = '1 1 1';
1241 }*/
1242
1243 void respawn()
1244 {SELFPARAM();
1245         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1246         {
1247                 self.solid = SOLID_NOT;
1248                 self.takedamage = DAMAGE_NO;
1249                 self.movetype = MOVETYPE_FLY;
1250                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1251                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1252                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1253                 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1254                 if(autocvar_g_respawn_ghosts_maxtime)
1255                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1256         }
1257
1258         CopyBody(self, 1);
1259
1260         self.effects |= EF_NODRAW; // prevent another CopyBody
1261         PutClientInServer();
1262 }
1263
1264 void play_countdown(float finished, string samp)
1265 {SELFPARAM();
1266         if(IS_REAL_CLIENT(self))
1267                 if(floor(finished - time - frametime) != floor(finished - time))
1268                         if(finished - time < 6)
1269                                 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1270 }
1271
1272 void player_powerups ()
1273 {SELFPARAM();
1274         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1275         int items_prev = self.items;
1276
1277         if((self.items & IT_USING_JETPACK) && !IS_DEAD(self) && !gameover)
1278                 self.modelflags |= MF_ROCKET;
1279         else
1280                 self.modelflags &= ~MF_ROCKET;
1281
1282         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1283
1284         if((self.alpha < 0 || IS_DEAD(self)) && !self.vehicle) // don't apply the flags if the player is gibbed
1285                 return;
1286
1287         Fire_ApplyDamage(self);
1288         Fire_ApplyEffect(self);
1289
1290         if (!g_instagib)
1291         {
1292                 if (self.items & ITEM_Strength.m_itemid)
1293                 {
1294                         play_countdown(self.strength_finished, SND(POWEROFF));
1295                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1296                         if (time > self.strength_finished)
1297                         {
1298                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1299                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1300                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1301                         }
1302                 }
1303                 else
1304                 {
1305                         if (time < self.strength_finished)
1306                         {
1307                                 self.items = self.items | ITEM_Strength.m_itemid;
1308                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1309                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1310                         }
1311                 }
1312                 if (self.items & ITEM_Shield.m_itemid)
1313                 {
1314                         play_countdown(self.invincible_finished, SND(POWEROFF));
1315                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1316                         if (time > self.invincible_finished)
1317                         {
1318                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1319                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1320                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1321                         }
1322                 }
1323                 else
1324                 {
1325                         if (time < self.invincible_finished)
1326                         {
1327                                 self.items = self.items | ITEM_Shield.m_itemid;
1328                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1329                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1330                         }
1331                 }
1332                 if (self.items & IT_SUPERWEAPON)
1333                 {
1334                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1335                         {
1336                                 self.superweapons_finished = 0;
1337                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1338                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1339                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1340                         }
1341                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1342                         {
1343                                 // don't let them run out
1344                         }
1345                         else
1346                         {
1347                                 play_countdown(self.superweapons_finished, SND(POWEROFF));
1348                                 if (time > self.superweapons_finished)
1349                                 {
1350                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1351                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1352                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1353                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1354                                 }
1355                         }
1356                 }
1357                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1358                 {
1359                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1360                         {
1361                                 self.items = self.items | IT_SUPERWEAPON;
1362                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1363                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1364                         }
1365                         else
1366                         {
1367                                 self.superweapons_finished = 0;
1368                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1369                         }
1370                 }
1371                 else
1372                 {
1373                         self.superweapons_finished = 0;
1374                 }
1375         }
1376
1377         if(autocvar_g_nodepthtestplayers)
1378                 self.effects = self.effects | EF_NODEPTHTEST;
1379
1380         if(autocvar_g_fullbrightplayers)
1381                 self.effects = self.effects | EF_FULLBRIGHT;
1382
1383         if (time >= game_starttime)
1384         if (time < self.spawnshieldtime)
1385                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1386
1387         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1388 }
1389
1390 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1391 {
1392         if(current > stable)
1393                 return current;
1394         else if(current > stable - 0.25) // when close enough, "snap"
1395                 return stable;
1396         else
1397                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1398 }
1399
1400 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1401 {
1402         if(current < stable)
1403                 return current;
1404         else if(current < stable + 0.25) // when close enough, "snap"
1405                 return stable;
1406         else
1407                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1408 }
1409
1410 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1411 {
1412         if(current > rotstable)
1413         {
1414                 if(rotframetime > 0)
1415                 {
1416                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1417                         current = max(rotstable, current - rotlinear * rotframetime);
1418                 }
1419         }
1420         else if(current < regenstable)
1421         {
1422                 if(regenframetime > 0)
1423                 {
1424                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1425                         current = min(regenstable, current + regenlinear * regenframetime);
1426                 }
1427         }
1428
1429         if(current > limit)
1430                 current = limit;
1431
1432         return current;
1433 }
1434
1435 void player_regen ()
1436 {SELFPARAM();
1437         float max_mod, regen_mod, rot_mod, limit_mod;
1438         max_mod = regen_mod = rot_mod = limit_mod = 1;
1439         regen_mod_max = max_mod;
1440         regen_mod_regen = regen_mod;
1441         regen_mod_rot = rot_mod;
1442         regen_mod_limit = limit_mod;
1443
1444         regen_health = autocvar_g_balance_health_regen;
1445         regen_health_linear = autocvar_g_balance_health_regenlinear;
1446         regen_health_rot = autocvar_g_balance_health_rot;
1447         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1448         regen_health_stable = autocvar_g_balance_health_regenstable;
1449         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1450         if(!MUTATOR_CALLHOOK(PlayerRegen))
1451         if(!STAT(FROZEN, self))
1452         {
1453                 float mina, maxa, limith, limita;
1454                 maxa = autocvar_g_balance_armor_rotstable;
1455                 mina = autocvar_g_balance_armor_regenstable;
1456                 limith = autocvar_g_balance_health_limit;
1457                 limita = autocvar_g_balance_armor_limit;
1458
1459                 max_mod = regen_mod_max;
1460                 regen_mod = regen_mod_regen;
1461                 rot_mod = regen_mod_rot;
1462                 limit_mod = regen_mod_limit;
1463
1464                 regen_health_rotstable = regen_health_rotstable * max_mod;
1465                 regen_health_stable = regen_health_stable * max_mod;
1466                 limith = limith * limit_mod;
1467                 limita = limita * limit_mod;
1468
1469                 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);
1470                 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1471         }
1472
1473         // if player rotted to death...  die!
1474         // check this outside above checks, as player may still be able to rot to death
1475         if(self.health < 1)
1476         {
1477                 if(self.vehicle)
1478                         vehicles_exit(VHEF_RELEASE);
1479                 if(self.event_damage)
1480                         self.event_damage(self, self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1481         }
1482
1483         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1484         {
1485                 float minf, maxf, limitf;
1486
1487                 maxf = autocvar_g_balance_fuel_rotstable;
1488                 minf = autocvar_g_balance_fuel_regenstable;
1489                 limitf = autocvar_g_balance_fuel_limit;
1490
1491                 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 & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1492         }
1493 }
1494
1495 float zoomstate_set;
1496 void SetZoomState(float z)
1497 {SELFPARAM();
1498         if(z != self.zoomstate)
1499         {
1500                 self.zoomstate = z;
1501                 ClientData_Touch(self);
1502         }
1503         zoomstate_set = 1;
1504 }
1505
1506 void GetPressedKeys()
1507 {
1508         SELFPARAM();
1509         MUTATOR_CALLHOOK(GetPressedKeys);
1510         int keys = this.pressedkeys;
1511         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1512         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1513         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1514         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1515
1516         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1517         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1518         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1519         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1520         this.pressedkeys = keys;
1521 }
1522
1523 /*
1524 ======================
1525 spectate mode routines
1526 ======================
1527 */
1528
1529 void SpectateCopy(entity this, entity spectatee)
1530 {
1531         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1532         PS(this) = PS(spectatee);
1533         this.armortype = spectatee.armortype;
1534         this.armorvalue = spectatee.armorvalue;
1535         this.ammo_cells = spectatee.ammo_cells;
1536         this.ammo_plasma = spectatee.ammo_plasma;
1537         this.ammo_shells = spectatee.ammo_shells;
1538         this.ammo_nails = spectatee.ammo_nails;
1539         this.ammo_rockets = spectatee.ammo_rockets;
1540         this.ammo_fuel = spectatee.ammo_fuel;
1541         this.clip_load = spectatee.clip_load;
1542         this.clip_size = spectatee.clip_size;
1543         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1544         this.health = spectatee.health;
1545         this.impulse = 0;
1546         this.items = spectatee.items;
1547         this.last_pickup = spectatee.last_pickup;
1548         this.hit_time = spectatee.hit_time;
1549         this.strength_finished = spectatee.strength_finished;
1550         this.invincible_finished = spectatee.invincible_finished;
1551         this.pressedkeys = spectatee.pressedkeys;
1552         this.weapons = spectatee.weapons;
1553         this.vortex_charge = spectatee.vortex_charge;
1554         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1555         this.hagar_load = spectatee.hagar_load;
1556         this.arc_heat_percent = spectatee.arc_heat_percent;
1557         this.minelayer_mines = spectatee.minelayer_mines;
1558         this.punchangle = spectatee.punchangle;
1559         this.view_ofs = spectatee.view_ofs;
1560         this.velocity = spectatee.velocity;
1561         this.dmg_take = spectatee.dmg_take;
1562         this.dmg_save = spectatee.dmg_save;
1563         this.dmg_inflictor = spectatee.dmg_inflictor;
1564         this.v_angle = spectatee.v_angle;
1565         this.angles = spectatee.v_angle;
1566         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1567         this.revive_progress = spectatee.revive_progress;
1568         if(!PHYS_INPUT_BUTTON_USE(this))
1569                 this.fixangle = true;
1570         setorigin(this, spectatee.origin);
1571         setsize(this, spectatee.mins, spectatee.maxs);
1572         SetZoomState(spectatee.zoomstate);
1573
1574     anticheat_spectatecopy(spectatee);
1575         this.hud = spectatee.hud;
1576         if(spectatee.vehicle)
1577     {
1578         this.fixangle = false;
1579         //this.velocity = spectatee.vehicle.velocity;
1580         this.vehicle_health = spectatee.vehicle_health;
1581         this.vehicle_shield = spectatee.vehicle_shield;
1582         this.vehicle_energy = spectatee.vehicle_energy;
1583         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1584         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1585         this.vehicle_reload1 = spectatee.vehicle_reload1;
1586         this.vehicle_reload2 = spectatee.vehicle_reload2;
1587
1588         msg_entity = this;
1589
1590         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1591             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1592             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1593             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1594
1595         //WriteByte (MSG_ONE, SVC_SETVIEW);
1596         //    WriteEntity(MSG_ONE, this);
1597         //makevectors(spectatee.v_angle);
1598         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1599     }
1600 }
1601
1602 bool SpectateUpdate()
1603 {SELFPARAM();
1604         if(!self.enemy)
1605             return false;
1606
1607         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1608         {
1609                 SetSpectatee(self, NULL);
1610                 return false;
1611         }
1612
1613         SpectateCopy(this, this.enemy);
1614
1615         return true;
1616 }
1617
1618 bool SpectateSet()
1619 {SELFPARAM();
1620         if(!IS_PLAYER(self.enemy))
1621                 return false;
1622
1623         msg_entity = self;
1624         WriteByte(MSG_ONE, SVC_SETVIEW);
1625         WriteEntity(MSG_ONE, self.enemy);
1626         self.movetype = MOVETYPE_NONE;
1627         accuracy_resend(self);
1628
1629         if(!SpectateUpdate())
1630                 PutObserverInServer();
1631
1632         return true;
1633 }
1634
1635 void SetSpectatee(entity player, entity spectatee)
1636 {
1637         entity old_spectatee = player.enemy;
1638
1639         player.enemy = spectatee;
1640
1641         // WEAPONTODO
1642         // these are required to fix the spectator bug with arc
1643         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1644         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1645 }
1646
1647 bool Spectate(entity pl)
1648 {SELFPARAM();
1649         if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1650                 return false;
1651         pl = spec_player;
1652
1653         SetSpectatee(self, pl);
1654         return SpectateSet();
1655 }
1656
1657 bool SpectateNext()
1658 {SELFPARAM();
1659         other = find(self.enemy, classname, STR_PLAYER);
1660
1661         if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1662                 other = spec_player;
1663         else if (!other)
1664                 other = find(other, classname, STR_PLAYER);
1665
1666         if(other) { SetSpectatee(self, other); }
1667
1668         return SpectateSet();
1669 }
1670
1671 bool SpectatePrev()
1672 {SELFPARAM();
1673         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1674         other = findchain(classname, STR_PLAYER);
1675         if (!other) // no player
1676                 return false;
1677
1678         entity first = other;
1679         // skip players until current spectated player
1680         if(self.enemy)
1681         while(other && other != self.enemy)
1682                 other = other.chain;
1683
1684         switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1685         {
1686                 case MUT_SPECPREV_FOUND:
1687                     other = spec_player;
1688                     break;
1689                 case MUT_SPECPREV_RETURN:
1690                     other = spec_player;
1691                     return true;
1692                 case MUT_SPECPREV_CONTINUE:
1693                 default:
1694                 {
1695                         if(other.chain)
1696                                 other = other.chain;
1697                         else
1698                                 other = first;
1699                         break;
1700                 }
1701         }
1702
1703         SetSpectatee(self, other);
1704         return SpectateSet();
1705 }
1706
1707 /*
1708 =============
1709 ShowRespawnCountdown()
1710
1711 Update a respawn countdown display.
1712 =============
1713 */
1714 void ShowRespawnCountdown()
1715 {SELFPARAM();
1716         float number;
1717         if(!IS_DEAD(self)) // just respawned?
1718                 return;
1719         else
1720         {
1721                 number = ceil(self.respawn_time - time);
1722                 if(number <= 0)
1723                         return;
1724                 if(number <= self.respawn_countdown)
1725                 {
1726                         self.respawn_countdown = number - 1;
1727                         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
1728                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1729                 }
1730         }
1731 }
1732
1733 void LeaveSpectatorMode()
1734 {SELFPARAM();
1735         if(self.caplayer)
1736                 return;
1737         if(nJoinAllowed(self, self))
1738         {
1739                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1740                 {
1741                         self.classname = STR_PLAYER;
1742
1743                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1744                                 { JoinBestTeam(self, false, true); }
1745
1746                         if(autocvar_g_campaign)
1747                                 { campaign_bots_may_start = 1; }
1748
1749                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_PREVENT_JOIN);
1750
1751                         PutClientInServer();
1752
1753                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), self.netname); }
1754                 }
1755                 else
1756                         stuffcmd(self, "menu_showteamselect\n");
1757         }
1758         else
1759         {
1760                 // Player may not join because g_maxplayers is set
1761                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1762         }
1763 }
1764
1765 /**
1766  * Determines whether the player is allowed to join. This depends on cvar
1767  * g_maxplayers, if it isn't used this function always return true, otherwise
1768  * it checks whether the number of currently playing players exceeds g_maxplayers.
1769  * @return int number of free slots for players, 0 if none
1770  */
1771 bool nJoinAllowed(entity this, entity ignore)
1772 {
1773         if(!ignore)
1774         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1775         // so report 0 free slots if restricted
1776         {
1777                 if(autocvar_g_forced_team_otherwise == "spectate")
1778                         return false;
1779                 if(autocvar_g_forced_team_otherwise == "spectator")
1780                         return false;
1781         }
1782
1783         if(this.team_forced < 0)
1784                 return false; // forced spectators can never join
1785
1786         // TODO simplify this
1787         int totalClients = 0;
1788         int currentlyPlaying = 0;
1789         FOREACH_CLIENT(true, LAMBDA(
1790                 if(it != ignore)
1791                         ++totalClients;
1792                 if(IS_REAL_CLIENT(it))
1793                 if(IS_PLAYER(it) || it.caplayer)
1794                         ++currentlyPlaying;
1795         ));
1796
1797         if (!autocvar_g_maxplayers)
1798                 return maxclients - totalClients;
1799
1800         if(currentlyPlaying < autocvar_g_maxplayers)
1801                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1802
1803         return false;
1804 }
1805
1806 /**
1807  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1808  * g_maxplayers_spectator_blocktime seconds
1809  */
1810 void checkSpectatorBlock()
1811 {SELFPARAM();
1812         if(IS_SPEC(self) || IS_OBSERVER(self))
1813         if(!self.caplayer)
1814         if(IS_REAL_CLIENT(self))
1815         {
1816                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1817                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1818                         dropclient(self);
1819                 }
1820         }
1821 }
1822
1823 void PrintWelcomeMessage()
1824 {SELFPARAM();
1825         if(self.motd_actived_time == 0)
1826         {
1827                 if (autocvar_g_campaign) {
1828                         if ((IS_PLAYER(self) && PHYS_INPUT_BUTTON_INFO(self)) || (!IS_PLAYER(self))) {
1829                                 self.motd_actived_time = time;
1830                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1831                         }
1832                 } else {
1833                         if (PHYS_INPUT_BUTTON_INFO(self)) {
1834                                 self.motd_actived_time = time;
1835                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1836                         }
1837                 }
1838         }
1839         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1840         {
1841                 if (autocvar_g_campaign) {
1842                         if (PHYS_INPUT_BUTTON_INFO(self))
1843                                 self.motd_actived_time = time;
1844                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1845                                 self.motd_actived_time = 0;
1846                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1847                         }
1848                 } else {
1849                         if (PHYS_INPUT_BUTTON_INFO(self))
1850                                 self.motd_actived_time = time;
1851                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1852                                 self.motd_actived_time = 0;
1853                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1854                         }
1855                 }
1856         }
1857         else //if(self.motd_actived_time < 0) // just connected, motd is active
1858         {
1859                 if(PHYS_INPUT_BUTTON_INFO(self)) // BUTTON_INFO hides initial MOTD
1860                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1861                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1862                 {
1863                         // instanctly hide MOTD
1864                         self.motd_actived_time = 0;
1865                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_MOTD);
1866                 }
1867         }
1868 }
1869
1870 void ObserverThink()
1871 {SELFPARAM();
1872         if ( self.impulse )
1873         {
1874                 MinigameImpulse(self, self.impulse);
1875                 self.impulse = 0;
1876         }
1877         float prefered_movetype;
1878         if (self.flags & FL_JUMPRELEASED) {
1879                 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1880                         self.flags &= ~FL_JUMPRELEASED;
1881                         self.flags |= FL_SPAWNING;
1882                 } else if(PHYS_INPUT_BUTTON_ATCK(self) && !self.version_mismatch) {
1883                         self.flags &= ~FL_JUMPRELEASED;
1884                         if(SpectateNext()) {
1885                                 self.classname = STR_SPECTATOR;
1886                         }
1887                 } else {
1888                         prefered_movetype = ((!PHYS_INPUT_BUTTON_USE(self) ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1889                         if (self.movetype != prefered_movetype)
1890                                 self.movetype = prefered_movetype;
1891                 }
1892         } else {
1893                 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self))) {
1894                         self.flags |= FL_JUMPRELEASED;
1895                         if(self.flags & FL_SPAWNING)
1896                         {
1897                                 self.flags &= ~FL_SPAWNING;
1898                                 LeaveSpectatorMode();
1899                                 return;
1900                         }
1901                 }
1902         }
1903 }
1904
1905 void SpectatorThink()
1906 {SELFPARAM();
1907         if ( self.impulse )
1908         {
1909                 if(MinigameImpulse(self, self.impulse))
1910                         self.impulse = 0;
1911         }
1912         if (self.flags & FL_JUMPRELEASED) {
1913                 if (PHYS_INPUT_BUTTON_JUMP(self) && !self.version_mismatch) {
1914                         self.flags &= ~FL_JUMPRELEASED;
1915                         self.flags |= FL_SPAWNING;
1916                 } else if(PHYS_INPUT_BUTTON_ATCK(self) || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
1917                         self.flags &= ~FL_JUMPRELEASED;
1918                         if(SpectateNext()) {
1919                                 self.classname = STR_SPECTATOR;
1920                         } else {
1921                                 self.classname = STR_OBSERVER;
1922                                 PutClientInServer();
1923                         }
1924                         self.impulse = 0;
1925                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
1926                         self.flags &= ~FL_JUMPRELEASED;
1927                         if(SpectatePrev()) {
1928                                 self.classname = STR_SPECTATOR;
1929                         } else {
1930                                 self.classname = STR_OBSERVER;
1931                                 PutClientInServer();
1932                         }
1933                         self.impulse = 0;
1934                 } else if (PHYS_INPUT_BUTTON_ATCK2(self)) {
1935                         self.flags &= ~FL_JUMPRELEASED;
1936                         self.classname = STR_OBSERVER;
1937                         PutClientInServer();
1938                 } else {
1939                         if(!SpectateUpdate())
1940                                 PutObserverInServer();
1941                 }
1942         } else {
1943                 if (!(PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_ATCK2(self))) {
1944                         self.flags |= FL_JUMPRELEASED;
1945                         if(self.flags & FL_SPAWNING)
1946                         {
1947                                 self.flags &= ~FL_SPAWNING;
1948                                 LeaveSpectatorMode();
1949                                 return;
1950                         }
1951                 }
1952                 if(!SpectateUpdate())
1953                         PutObserverInServer();
1954         }
1955
1956         self.flags |= FL_CLIENT | FL_NOTARGET;
1957 }
1958
1959 void vehicles_enter (entity pl, entity veh);
1960 void PlayerUseKey()
1961 {SELFPARAM();
1962         if (!IS_PLAYER(self))
1963                 return;
1964
1965         if(self.vehicle)
1966         {
1967                 if(!gameover)
1968                 {
1969                         vehicles_exit(VHEF_NORMAL);
1970                         return;
1971                 }
1972         }
1973         else if(autocvar_g_vehicles_enter)
1974         {
1975                 if(!STAT(FROZEN, self))
1976                 if(!IS_DEAD(self))
1977                 if(!gameover)
1978                 {
1979                         entity head, closest_target = world;
1980                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, true);
1981
1982                         while(head) // find the closest acceptable target to enter
1983                         {
1984                                 if(head.vehicle_flags & VHF_ISVEHICLE)
1985                                 if(!IS_DEAD(head))
1986                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
1987                                 if(head.takedamage != DAMAGE_NO)
1988                                 {
1989                                         if(closest_target)
1990                                         {
1991                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
1992                                                 { closest_target = head; }
1993                                         }
1994                                         else { closest_target = head; }
1995                                 }
1996
1997                                 head = head.chain;
1998                         }
1999
2000                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2001                 }
2002         }
2003
2004         // a use key was pressed; call handlers
2005         MUTATOR_CALLHOOK(PlayerUseKey);
2006 }
2007
2008
2009 /*
2010 =============
2011 PlayerPreThink
2012
2013 Called every frame for each client before the physics are run
2014 =============
2015 */
2016 .float usekeypressed;
2017 void() nexball_setstatus;
2018 .float last_vehiclecheck;
2019 .int items_added;
2020 void PlayerPreThink ()
2021 {SELFPARAM();
2022         WarpZone_PlayerPhysics_FixVAngle();
2023
2024         self.stat_game_starttime = game_starttime;
2025         self.stat_round_starttime = round_starttime;
2026         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2027         self.stat_leadlimit = autocvar_leadlimit;
2028
2029         self.weaponsinmap = weaponsInMap;
2030
2031         if(frametime)
2032         {
2033                 // physics frames: update anticheat stuff
2034                 anticheat_prethink();
2035         }
2036
2037         if(blockSpectators && frametime)
2038                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2039                 checkSpectatorBlock();
2040
2041         zoomstate_set = 0;
2042
2043         // Savage: Check for nameless players
2044         if (isInvisibleString(self.netname)) {
2045                 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2046                 if(autocvar_sv_eventlog)
2047                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2048                 if(self.netname_previous)
2049                         strunzone(self.netname_previous);
2050                 self.netname_previous = strzone(new_name);
2051                 self.netname = self.netname_previous;
2052                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2053         } else if(self.netname_previous != self.netname) {
2054                 if(autocvar_sv_eventlog)
2055                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2056                 if(self.netname_previous)
2057                         strunzone(self.netname_previous);
2058                 self.netname_previous = strzone(self.netname);
2059         }
2060
2061         // version nagging
2062         if(self.version_nagtime)
2063                 if(self.cvar_g_xonoticversion)
2064                         if(time > self.version_nagtime)
2065                         {
2066                                 // don't notify git users
2067                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2068                                 {
2069                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2070                                         {
2071                                                 // notify release users if connecting to git
2072                                                 LOG_TRACE("^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");
2073                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2074                                         }
2075                                         else
2076                                         {
2077                                                 float r;
2078                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2079                                                 if(r < 0)
2080                                                 {
2081                                                         // give users new version
2082                                                         LOG_TRACE("^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");
2083                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2084                                                 }
2085                                                 else if(r > 0)
2086                                                 {
2087                                                         // notify users about old server version
2088                                                         LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2089                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2090                                                 }
2091                                         }
2092                                 }
2093                                 self.version_nagtime = 0;
2094                         }
2095
2096         // GOD MODE info
2097         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2098         {
2099                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2100                 self.max_armorvalue = 0;
2101         }
2102
2103         if(STAT(FROZEN, self) == 2)
2104         {
2105                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2106                 self.health = max(1, self.revive_progress * start_health);
2107                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2108
2109                 if(self.revive_progress >= 1)
2110                         Unfreeze(self);
2111         }
2112         else if(STAT(FROZEN, self) == 3)
2113         {
2114                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2115                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2116
2117                 if(self.health < 1)
2118                 {
2119                         if(self.vehicle)
2120                                 vehicles_exit(VHEF_RELEASE);
2121                         self.event_damage(self, self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2122                 }
2123                 else if ( self.revive_progress <= 0 )
2124                         Unfreeze(self);
2125         }
2126
2127         MUTATOR_CALLHOOK(PlayerPreThink);
2128
2129         if(autocvar_g_vehicles_enter)
2130         if(time > self.last_vehiclecheck)
2131         if(IS_PLAYER(self))
2132         if(!gameover)
2133         if(!STAT(FROZEN, self))
2134         if(!self.vehicle)
2135         if(!IS_DEAD(self))
2136         {
2137                 entity veh;
2138                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2139                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2140                 if(!IS_DEAD(veh))
2141                 if(veh.takedamage != DAMAGE_NO)
2142                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2143                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2144                 else if(!veh.owner)
2145                 if(!veh.team || SAME_TEAM(self, veh))
2146                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2147                 else if(autocvar_g_vehicles_steal)
2148                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2149
2150                 self.last_vehiclecheck = time + 1;
2151         }
2152
2153         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2154         {
2155                 if(PHYS_INPUT_BUTTON_USE(self) && !self.usekeypressed)
2156                         PlayerUseKey();
2157                 self.usekeypressed = PHYS_INPUT_BUTTON_USE(self);
2158         }
2159
2160         if(IS_REAL_CLIENT(self))
2161                 PrintWelcomeMessage();
2162
2163         if(IS_PLAYER(self))
2164         {
2165
2166                 CheckRules_Player();
2167
2168                 if (intermission_running)
2169                 {
2170                         IntermissionThink ();   // otherwise a button could be missed between
2171                         return;                                 // the think tics
2172                 }
2173
2174                 //don't allow the player to turn around while game is paused!
2175                 if(timeout_status == TIMEOUT_ACTIVE) {
2176                         // FIXME turn this into CSQC stuff
2177                         self.v_angle = self.lastV_angle;
2178                         self.angles = self.lastV_angle;
2179                         self.fixangle = true;
2180                 }
2181
2182                 if(frametime)
2183                 {
2184                         player_powerups();
2185                 }
2186
2187                 if (IS_DEAD(self))
2188                 {
2189                         if(self.personal && g_race_qualifying)
2190                         {
2191                                 if(time > self.respawn_time)
2192                                 {
2193                                         self.respawn_time = time + 1; // only retry once a second
2194                                         self.stat_respawn_time = self.respawn_time;
2195                                         respawn();
2196                                         self.impulse = 141;
2197                                 }
2198                         }
2199                         else
2200                         {
2201                                 float button_pressed;
2202                                 if(frametime)
2203                                         player_anim();
2204                                 button_pressed = (PHYS_INPUT_BUTTON_ATCK(self) || PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_ATCK2(self) || PHYS_INPUT_BUTTON_HOOK(self) || PHYS_INPUT_BUTTON_USE(self));
2205
2206                                 if (self.deadflag == DEAD_DYING)
2207                                 {
2208                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2209                                                 self.deadflag = DEAD_RESPAWNING;
2210                                         else if(!button_pressed)
2211                                                 self.deadflag = DEAD_DEAD;
2212                                 }
2213                                 else if (self.deadflag == DEAD_DEAD)
2214                                 {
2215                                         if(button_pressed)
2216                                                 self.deadflag = DEAD_RESPAWNABLE;
2217                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2218                                                 self.deadflag = DEAD_RESPAWNING;
2219                                 }
2220                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2221                                 {
2222                                         if(!button_pressed)
2223                                                 self.deadflag = DEAD_RESPAWNING;
2224                                 }
2225                                 else if (self.deadflag == DEAD_RESPAWNING)
2226                                 {
2227                                         if(time > self.respawn_time)
2228                                         {
2229                                                 self.respawn_time = time + 1; // only retry once a second
2230                                                 self.respawn_time_max = self.respawn_time;
2231                                                 respawn();
2232                                         }
2233                                 }
2234
2235                                 ShowRespawnCountdown();
2236
2237                                 if(self.respawn_flags & RESPAWN_SILENT)
2238                                         self.stat_respawn_time = 0;
2239                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2240                                         self.stat_respawn_time = self.respawn_time_max;
2241                                 else
2242                                         self.stat_respawn_time = self.respawn_time;
2243                         }
2244
2245                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2246                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2247                                 self.stat_respawn_time *= -1;
2248
2249                         return;
2250                 }
2251
2252                 self.prevorigin = self.origin;
2253
2254                 float do_crouch = PHYS_INPUT_BUTTON_CROUCH(self);
2255                 if(self.hook.state)
2256                         do_crouch = 0;
2257                 if(self.vehicle)
2258                         do_crouch = 0;
2259                 if(STAT(FROZEN, self))
2260                         do_crouch = 0;
2261
2262                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2263                 // It cannot be predicted by the engine!
2264                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2265                 if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2266                         do_crouch = 0;
2267
2268                 if (do_crouch)
2269                 {
2270                         if (!self.crouch)
2271                         {
2272                                 self.crouch = true;
2273                                 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2274                                 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2275                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2276                         }
2277                 }
2278                 else
2279                 {
2280                         if (self.crouch)
2281                         {
2282                                 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2283                                 if (!trace_startsolid)
2284                                 {
2285                                         self.crouch = false;
2286                                         self.view_ofs = STAT(PL_VIEW_OFS, self);
2287                                         setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2288                                 }
2289                         }
2290                 }
2291
2292                 FixPlayermodel(self);
2293
2294                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2295                 //if(frametime)
2296                 {
2297                         self.items &= ~self.items_added;
2298
2299                         W_WeaponFrame(self);
2300
2301                         self.items_added = 0;
2302                         if(self.items & ITEM_Jetpack.m_itemid)
2303                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2304                                         self.items_added |= IT_FUEL;
2305
2306                         self.items |= self.items_added;
2307                 }
2308
2309                 player_regen();
2310
2311                 // WEAPONTODO: Add a weapon request for this
2312                 // rot vortex charge to the charge limit
2313                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2314                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2315
2316                 if(frametime)
2317                         player_anim();
2318
2319                 // secret status
2320                 secrets_setstatus();
2321
2322                 // monsters status
2323                 monsters_setstatus(self);
2324
2325                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2326
2327                 //self.angles_y=self.v_angle_y + 90;   // temp
2328         } else if(gameover) {
2329                 if (intermission_running)
2330                         IntermissionThink ();   // otherwise a button could be missed between
2331                 return;
2332         } else if(IS_OBSERVER(self)) {
2333                 ObserverThink();
2334         } else if(IS_SPEC(self)) {
2335                 SpectatorThink();
2336         }
2337
2338         // WEAPONTODO: Add weapon request for this
2339         if(!zoomstate_set)
2340                 SetZoomState(
2341                         PHYS_INPUT_BUTTON_ZOOM(self)
2342                         || PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)
2343                         || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_VORTEX)
2344                         || (PHYS_INPUT_BUTTON_ATCK2(self) && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2345                 ); // WEAPONTODO
2346
2347         float oldspectatee_status;
2348         oldspectatee_status = self.spectatee_status;
2349         if(IS_SPEC(self))
2350                 self.spectatee_status = etof(self.enemy);
2351         else if(IS_OBSERVER(self))
2352                 self.spectatee_status = etof(self);
2353         else
2354                 self.spectatee_status = 0;
2355         if(self.spectatee_status != oldspectatee_status)
2356         {
2357                 ClientData_Touch(self);
2358                 if(g_race || g_cts)
2359                         race_InitSpectator();
2360         }
2361
2362         if(self.teamkill_soundtime)
2363         if(time > self.teamkill_soundtime)
2364         {
2365                 self.teamkill_soundtime = 0;
2366
2367                 entity e = self.teamkill_soundsource;
2368                 entity oldpusher = e.pusher;
2369                 e.pusher = this;
2370                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2371                 e.pusher = oldpusher;
2372         }
2373
2374         if(self.taunt_soundtime)
2375         if(time > self.taunt_soundtime)
2376         {
2377                 self.taunt_soundtime = 0;
2378                 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2379         }
2380
2381         target_voicescript_next(self);
2382
2383         // WEAPONTODO: Move into weaponsystem somehow
2384         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2385         if (PS(self).m_weapon == WEP_Null)
2386                 self.clip_load = self.clip_size = 0;
2387 }
2388
2389 void DrownPlayer(entity this)
2390 {
2391         if(IS_DEAD(this))
2392                 return;
2393
2394         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2395         {
2396                 if(this.air_finished < time)
2397                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2398                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2399                 this.dmg = 2;
2400         }
2401         else if (this.air_finished < time)
2402         {       // drown!
2403                 if (this.pain_finished < time)
2404                 {
2405                         Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2406                         this.pain_finished = time + 0.5;
2407                 }
2408         }
2409 }
2410
2411 /*
2412 =============
2413 PlayerPostThink
2414
2415 Called every frame for each client after the physics are run
2416 =============
2417 */
2418 .float idlekick_lasttimeleft;
2419 void PlayerPostThink ()
2420 {SELFPARAM();
2421         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2422         if(IS_REAL_CLIENT(self))
2423         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2424         {
2425                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2426                 {
2427                         if(self.idlekick_lasttimeleft)
2428                         {
2429                                 self.idlekick_lasttimeleft = 0;
2430                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CPID_IDLING);
2431                         }
2432                 }
2433                 else
2434                 {
2435                         float timeleft;
2436                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2437                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2438                         {
2439                                 if(!self.idlekick_lasttimeleft)
2440                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2441                         }
2442                         if(timeleft <= 0)
2443                         {
2444                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2445                                 dropclient(self);
2446                                 return;
2447                         }
2448                         else if(timeleft <= 10)
2449                         {
2450                                 if(timeleft != self.idlekick_lasttimeleft)
2451                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2452                                 self.idlekick_lasttimeleft = timeleft;
2453                         }
2454                 }
2455         }
2456
2457         CheatFrame();
2458
2459         //CheckPlayerJump();
2460
2461         if(IS_PLAYER(self)) {
2462                 DrownPlayer(self);
2463                 CheckRules_Player();
2464                 UpdateChatBubble();
2465                 if (self.impulse)
2466                         ImpulseCommands(self);
2467                 if (intermission_running)
2468                         return;         // intermission or finale
2469                 GetPressedKeys();
2470         }
2471
2472         /*
2473         float i;
2474         for(i = 0; i < 1000; ++i)
2475         {
2476                 vector end;
2477                 end = self.origin + '0 0 1024' + 512 * randomvec();
2478                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2479                 if(trace_fraction < 1)
2480                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2481                 {
2482                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2483                         break;
2484                 }
2485         }
2486         */
2487
2488         if(self.waypointsprite_attachedforcarrier)
2489                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2490
2491         playerdemo_write();
2492
2493         CSQCMODEL_AUTOUPDATE(self);
2494 }