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