]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'master' into TimePath/csqc_sounds
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "cl_client.qh"
2
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
6 #include "ipban.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
13 #include "g_hook.qh"
14 #include "command/common.qh"
15 #include "cheats.qh"
16 #include "g_world.qh"
17 #include "race.qh"
18 #include "antilag.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21
22 #include "bot/bot.qh"
23 #include "bot/navigation.qh"
24
25 #include "../common/ent_cs.qh"
26 #include "../common/vehicles/all.qh"
27 #include "../common/triggers/teleporters.qh"
28
29 #include "weapons/hitplot.qh"
30 #include "weapons/weaponsystem.qh"
31
32 #include "../common/net_notice.qh"
33 #include "../common/physics.qh"
34
35 #include "../common/items/all.qc"
36
37 #include "../common/mutators/mutator/waypoints/all.qh"
38
39 #include "../common/triggers/subs.qh"
40 #include "../common/triggers/triggers.qh"
41 #include "../common/triggers/trigger/secret.qh"
42
43 #include "../common/minigames/sv_minigames.qh"
44
45 #include "../common/items/inventory.qh"
46
47 #include "../common/monsters/sv_monsters.qh"
48
49 #include "../lib/warpzone/server.qh"
50
51
52 void send_CSQC_teamnagger() {
53         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
54 }
55
56 bool ClientData_Send(entity this, entity to, int sf)
57 {
58         if(to != self.owner)
59         {
60                 error("wtf");
61                 return false;
62         }
63
64         entity e;
65
66         e = to;
67         if(IS_SPEC(to))
68                 e = to.enemy;
69
70         sf = 0;
71
72         if(e.race_completed)
73                 sf |= 1; // forced scoreboard
74         if(to.spectatee_status)
75                 sf |= 2; // spectator ent number follows
76         if(e.zoomstate)
77                 sf |= 4; // zoomed
78         if(e.porto_v_angle_held)
79                 sf |= 8; // angles held
80
81         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
82         WriteByte(MSG_ENTITY, sf);
83
84         if(sf & 2)
85                 WriteByte(MSG_ENTITY, to.spectatee_status);
86
87         if(sf & 8)
88         {
89                 WriteAngle(MSG_ENTITY, e.v_angle.x);
90                 WriteAngle(MSG_ENTITY, e.v_angle.y);
91         }
92
93         return true;
94 }
95
96 void ClientData_Attach()
97 {SELFPARAM();
98         Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
99         make_pure(this.clientdata);
100         self.clientdata.drawonlytoclient = this;
101         self.clientdata.owner = this;
102 }
103
104 void ClientData_Detach()
105 {SELFPARAM();
106         remove(self.clientdata);
107         self.clientdata = world;
108 }
109
110 void ClientData_Touch(entity e)
111 {
112         e.clientdata.SendFlags = 1;
113
114         // make it spectatable
115         entity e2;
116         FOR_EACH_REALCLIENT(e2)
117         {
118                 if(e2 != e)
119                         if(IS_SPEC(e2))
120                                 if(e2.enemy == e)
121                                         e2.clientdata.SendFlags = 1;
122         }
123 }
124
125 .string netname_previous;
126
127 void SetSpectatee(entity player, entity spectatee);
128
129
130 /*
131 =============
132 CheckPlayerModel
133
134 Checks if the argument string can be a valid playermodel.
135 Returns a valid one in doubt.
136 =============
137 */
138 string FallbackPlayerModel;
139 string CheckPlayerModel(string plyermodel) {
140         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
141         {
142                 // note: we cannot summon Don Strunzone here, some player may
143                 // still have the model string set. In case anyone manages how
144                 // to change a cvar default, we'll have a small leak here.
145                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
146         }
147         // only in right path
148         if( substring(plyermodel,0,14) != "models/player/")
149                 return FallbackPlayerModel;
150         // only good file extensions
151         if(substring(plyermodel,-4,4) != ".zym")
152         if(substring(plyermodel,-4,4) != ".dpm")
153         if(substring(plyermodel,-4,4) != ".iqm")
154         if(substring(plyermodel,-4,4) != ".md3")
155         if(substring(plyermodel,-4,4) != ".psk")
156                 return FallbackPlayerModel;
157         // forbid the LOD models
158         if(substring(plyermodel, -9,5) == "_lod1")
159                 return FallbackPlayerModel;
160         if(substring(plyermodel, -9,5) == "_lod2")
161                 return FallbackPlayerModel;
162         if(plyermodel != strtolower(plyermodel))
163                 return FallbackPlayerModel;
164         // also, restrict to server models
165         if(autocvar_sv_servermodelsonly)
166         {
167                 if(!fexists(plyermodel))
168                         return FallbackPlayerModel;
169         }
170         return plyermodel;
171 }
172
173 void setplayermodel(entity e, string modelname)
174 {
175         precache_model(modelname);
176         _setmodel(e, modelname);
177         player_setupanimsformodel();
178 }
179
180 /*
181 =============
182 PutObserverInServer
183
184 putting a client as observer in the server
185 =============
186 */
187 void FixPlayermodel(entity player);
188 void PutObserverInServer()
189 {SELFPARAM();
190         entity  spot;
191     self.hud = HUD_NORMAL;
192
193         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
194
195         spot = SelectSpawnPoint (true);
196         if(!spot)
197                 error("No spawnpoints for observers?!?\n");
198         RemoveGrapplingHook(self); // Wazat's Grappling Hook
199
200         if(IS_REAL_CLIENT(self))
201         {
202                 msg_entity = self;
203                 WriteByte(MSG_ONE, SVC_SETVIEW);
204                 WriteEntity(MSG_ONE, self);
205         }
206
207         self.frags = FRAGS_SPECTATOR;
208         self.bot_attack = false;
209
210         bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
211
212         Portal_ClearAll(self);
213
214         Unfreeze(self);
215
216         if(self.alivetime)
217         {
218                 if(!warmup_stage)
219                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
220                 self.alivetime = 0;
221         }
222
223         if(self.vehicle)
224                 vehicles_exit(VHEF_RELEASE);
225
226         WaypointSprite_PlayerDead();
227
228         if(!mutator_returnvalue)  // mutator prevents resetting teams
229                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
230
231         if(self.killcount != FRAGS_SPECTATOR)
232         {
233                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
234                 if(!intermission_running)
235                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
236                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
237
238                 if(self.just_joined == false) {
239                         LogTeamchange(self.playerid, -1, 4);
240                 } else
241                         self.just_joined = false;
242         }
243
244         PlayerScore_Clear(self); // clear scores when needed
245
246         accuracy_resend(self);
247
248         self.spectatortime = time;
249
250         self.classname = STR_OBSERVER;
251         self.iscreature = false;
252         self.teleportable = TELEPORT_SIMPLE;
253         self.damagedbycontents = false;
254         self.health = FRAGS_SPECTATOR;
255         self.takedamage = DAMAGE_NO;
256         self.solid = SOLID_NOT;
257         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
258         self.flags = FL_CLIENT | FL_NOTARGET;
259         self.armorvalue = 666;
260         self.effects = 0;
261         self.armorvalue = autocvar_g_balance_armor_start;
262         self.pauserotarmor_finished = 0;
263         self.pauserothealth_finished = 0;
264         self.pauseregen_finished = 0;
265         self.damageforcescale = 0;
266         self.death_time = 0;
267         self.respawn_flags = 0;
268         self.respawn_time = 0;
269         self.stat_respawn_time = 0;
270         self.alpha = 0;
271         self.scale = 0;
272         self.fade_time = 0;
273         self.pain_frame = 0;
274         self.pain_finished = 0;
275         self.strength_finished = 0;
276         self.invincible_finished = 0;
277         self.superweapons_finished = 0;
278         self.pushltime = 0;
279         self.istypefrag = 0;
280         self.think = func_null;
281         self.nextthink = 0;
282         self.hook_time = 0;
283         self.deadflag = DEAD_NO;
284         self.angles = spot.angles;
285         self.angles_z = 0;
286         self.fixangle = true;
287         self.crouch = false;
288         self.revival_time = 0;
289
290         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
291         self.prevorigin = self.origin;
292         self.items = 0;
293         self.weapons = '0 0 0';
294         self.model = "";
295         FixPlayermodel(self);
296         setmodel(self, MDL_Null);
297         self.drawonlytoclient = self;
298
299         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
300         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
301
302         self.weapon = 0;
303         self.weaponname = "";
304         self.switchingweapon = 0;
305         self.weaponmodel = "";
306         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
307         {
308                 self.weaponentities[slot] = NULL;
309         }
310         self.exteriorweaponentity = world;
311         self.killcount = FRAGS_SPECTATOR;
312         self.velocity = '0 0 0';
313         self.avelocity = '0 0 0';
314         self.punchangle = '0 0 0';
315         self.punchvector = '0 0 0';
316         self.oldvelocity = self.velocity;
317         self.fire_endtime = -1;
318         self.event_damage = func_null;
319 }
320
321 int player_getspecies(entity this)
322 {
323         get_model_parameters(this.model, this.skin);
324         int s = get_model_parameters_species;
325         get_model_parameters(string_null, 0);
326         if (s < 0) return SPECIES_HUMAN;
327         return s;
328 }
329
330 .float model_randomizer;
331 void FixPlayermodel(entity player)
332 {
333         string defaultmodel = "";
334         int defaultskin = 0;
335         if(autocvar_sv_defaultcharacter)
336         {
337                 if(teamplay)
338                 {
339                         string s = Static_Team_ColorName_Lower(player.team);
340                         if (s != "neutral")
341                         {
342                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
343                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
344                         }
345                 }
346
347                 if(defaultmodel == "")
348                 {
349                         defaultmodel = autocvar_sv_defaultplayermodel;
350                         defaultskin = autocvar_sv_defaultplayerskin;
351                 }
352
353                 int n = tokenize_console(defaultmodel);
354                 if(n > 0)
355                 {
356                         defaultmodel = argv(floor(n * player.model_randomizer));
357                         // However, do NOT randomize if the player-selected model is in the list.
358                         for (int i = 0; i < n; ++i)
359                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
360                                         defaultmodel = argv(i);
361                 }
362
363                 int i = strstrofs(defaultmodel, ":", 0);
364                 if(i >= 0)
365                 {
366                         defaultskin = stof(substring(defaultmodel, i+1, -1));
367                         defaultmodel = substring(defaultmodel, 0, i);
368                 }
369         }
370         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
371         defaultmodel = ret_string;
372         defaultskin = ret_int;
373
374         bool chmdl = false;
375         int oldskin;
376         if(defaultmodel != "")
377         {
378                 if (defaultmodel != player.model)
379                 {
380                         vector m1 = player.mins;
381                         vector m2 = player.maxs;
382                         setplayermodel (player, defaultmodel);
383                         setsize (player, m1, m2);
384                         chmdl = true;
385                 }
386
387                 oldskin = player.skin;
388                 player.skin = defaultskin;
389         } else {
390                 if (player.playermodel != player.model || player.playermodel == "")
391                 {
392                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
393                         vector m1 = player.mins;
394                         vector m2 = player.maxs;
395                         setplayermodel (player, player.playermodel);
396                         setsize (player, m1, m2);
397                         chmdl = true;
398                 }
399
400                 oldskin = player.skin;
401                 player.skin = stof(player.playerskin);
402         }
403
404         if(chmdl || oldskin != player.skin) // model or skin has changed
405         {
406                 player.species = player_getspecies(player); // update species
407         }
408
409         if(!teamplay)
410                 if(strlen(autocvar_sv_defaultplayercolors))
411                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
412                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
413 }
414
415
416 /** Called when a client spawns in the server */
417 void PutClientInServer()
418 {
419         SELFPARAM();
420         if (IS_BOT_CLIENT(this)) {
421                 this.classname = STR_PLAYER;
422         } else if (IS_REAL_CLIENT(this)) {
423                 msg_entity = this;
424                 WriteByte(MSG_ONE, SVC_SETVIEW);
425                 WriteEntity(MSG_ONE, this);
426         }
427         if (gameover) {
428                 this.classname = STR_OBSERVER;
429         }
430
431         SetSpectatee(this, NULL);
432
433         // reset player keys
434         this.itemkeys = 0;
435
436         MUTATOR_CALLHOOK(PutClientInServer, this);
437
438         if (IS_OBSERVER(this)) {
439                 PutObserverInServer();
440         } else if (IS_PLAYER(this)) {
441                 accuracy_resend(this);
442
443                 if (this.team < 0)
444                         JoinBestTeam(this, false, true);
445
446                 entity spot = SelectSpawnPoint(false);
447                 if (!spot) {
448                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
449                         return; // spawn failed
450                 }
451
452                 this.classname = STR_PLAYER;
453                 this.wasplayer = true;
454                 this.iscreature = true;
455                 this.teleportable = TELEPORT_NORMAL;
456                 this.damagedbycontents = true;
457                 this.movetype = MOVETYPE_WALK;
458                 this.solid = SOLID_SLIDEBOX;
459                 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
460                 if (autocvar_g_playerclip_collisions)
461                         this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
462                 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
463                         this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
464                 this.frags = FRAGS_PLAYER;
465                 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
466                 this.flags = FL_CLIENT | FL_PICKUPITEMS;
467                 if (autocvar__notarget)
468                         this.flags |= FL_NOTARGET;
469                 this.takedamage = DAMAGE_AIM;
470                 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
471                 this.dmg = 2; // WTF
472
473                 if (warmup_stage) {
474                         this.ammo_shells = warmup_start_ammo_shells;
475                         this.ammo_nails = warmup_start_ammo_nails;
476                         this.ammo_rockets = warmup_start_ammo_rockets;
477                         this.ammo_cells = warmup_start_ammo_cells;
478                         this.ammo_plasma = warmup_start_ammo_plasma;
479                         this.ammo_fuel = warmup_start_ammo_fuel;
480                         this.health = warmup_start_health;
481                         this.armorvalue = warmup_start_armorvalue;
482                         this.weapons = WARMUP_START_WEAPONS;
483                 } else {
484                         this.ammo_shells = start_ammo_shells;
485                         this.ammo_nails = start_ammo_nails;
486                         this.ammo_rockets = start_ammo_rockets;
487                         this.ammo_cells = start_ammo_cells;
488                         this.ammo_plasma = start_ammo_plasma;
489                         this.ammo_fuel = start_ammo_fuel;
490                         this.health = start_health;
491                         this.armorvalue = start_armorvalue;
492                         this.weapons = start_weapons;
493                 }
494
495                 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
496
497                 this.items = start_items;
498
499                 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
500                 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
501                 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
502                 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
503                 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
504                 // extend the pause of rotting if client was reset at the beginning of the countdown
505                 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
506                         float f = game_starttime - time;
507                         this.spawnshieldtime += f;
508                         this.pauserotarmor_finished += f;
509                         this.pauserothealth_finished += f;
510                         this.pauseregen_finished += f;
511                 }
512                 this.damageforcescale = 2;
513                 this.death_time = 0;
514                 this.respawn_flags = 0;
515                 this.respawn_time = 0;
516                 this.stat_respawn_time = 0;
517                 this.scale = autocvar_sv_player_scale;
518                 this.fade_time = 0;
519                 this.pain_frame = 0;
520                 this.pain_finished = 0;
521                 this.pushltime = 0;
522                 this.think = func_null; // players have no think function
523                 this.nextthink = 0;
524                 this.dmg_team = 0;
525                 this.ballistics_density = autocvar_g_ballistics_density_player;
526
527                 this.deadflag = DEAD_NO;
528
529                 this.angles = spot.angles;
530                 this.angles_z = 0; // never spawn tilted even if the spot says to
531                 if (IS_BOT_CLIENT(this))
532                         this.v_angle = this.angles;
533                 this.fixangle = true; // turn this way immediately
534                 this.oldvelocity = this.velocity = '0 0 0';
535                 this.avelocity = '0 0 0';
536                 this.punchangle = '0 0 0';
537                 this.punchvector = '0 0 0';
538
539                 this.strength_finished = 0;
540                 this.invincible_finished = 0;
541                 this.fire_endtime = -1;
542                 this.revival_time = 0;
543                 this.air_finished = time + 12;
544
545                 entity spawnevent = new(spawnevent);
546                 make_pure(spawnevent);
547                 spawnevent.owner = this;
548                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
549
550                 // Cut off any still running player sounds.
551                 stopsound(this, CH_PLAYER_SINGLE);
552
553                 this.model = "";
554                 FixPlayermodel(this);
555                 this.drawonlytoclient = NULL;
556
557                 this.crouch = false;
558                 this.view_ofs = PL_VIEW_OFS;
559                 setsize(this, PL_MIN, PL_MAX);
560                 this.spawnorigin = spot.origin;
561                 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
562                 // don't reset back to last position, even if new position is stuck in solid
563                 this.oldorigin = this.origin;
564                 this.prevorigin = this.origin;
565                 this.lastteleporttime = time; // prevent insane speeds due to changing origin
566         this.hud = HUD_NORMAL;
567
568                 this.event_damage = PlayerDamage;
569
570                 this.bot_attack = true;
571                 this.monster_attack = true;
572
573                 this.spider_slowness = 0;
574
575                 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
576
577                 if (this.killcount == FRAGS_SPECTATOR) {
578                         PlayerScore_Clear(this);
579                         this.killcount = 0;
580                 }
581
582                 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
583                 {
584                         CL_SpawnWeaponentity(this, weaponentities[slot]);
585                 }
586                 this.alpha = default_player_alpha;
587                 this.colormod = '1 1 1' * autocvar_g_player_brightness;
588                 this.exteriorweaponentity.alpha = default_weapon_alpha;
589
590                 this.speedrunning = false;
591
592                 target_voicescript_clear(this);
593
594                 // reset fields the weapons may use
595                 FOREACH(Weapons, true, LAMBDA(
596                         it.wr_resetplayer(it);
597                         // reload all reloadable weapons
598                         if (it.spawnflags & WEP_FLAG_RELOADABLE) {
599                                 this.weapon_load[it.m_id] = it.reloading_ammo;
600                         }
601                 ));
602
603                 {
604                         string s = spot.target;
605                         spot.target = string_null;
606                         WITH(entity, activator, this, LAMBDA(
607                                 WITH(entity, self, spot, SUB_UseTargets())
608                         ));
609                         spot.target = s;
610                 }
611
612                 Unfreeze(this);
613
614                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
615
616                 if (autocvar_spawn_debug)
617                 {
618                         sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
619                         remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
620                 }
621
622                 this.switchweapon = w_getbestweapon(this);
623                 this.cnt = -1; // W_LastWeapon will not complain
624                 this.weapon = 0;
625                 this.weaponname = "";
626                 this.switchingweapon = 0;
627
628                 if (!warmup_stage && !this.alivetime)
629                         this.alivetime = time;
630
631                 antilag_clear(this);
632         }
633 }
634
635 .float ebouncefactor, ebouncestop; // electro's values
636 // TODO do we need all these fields, or should we stop autodetecting runtime
637 // changes and just have a console command to update this?
638 bool ClientInit_SendEntity(entity this, entity to, int sf)
639 {
640         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
641         return = true;
642         msg_entity = to;
643         Registry_send_all();
644         int channel = MSG_ONE;
645         WriteHeader(channel, ENT_CLIENT_INIT);
646         WriteByte(channel, g_nexball_meter_period * 32);
647         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
648         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
649         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
650         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
651         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
652         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
653         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
654         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
655
656         if(sv_foginterval && world.fog != "")
657                 WriteString(channel, world.fog);
658         else
659                 WriteString(channel, "");
660         WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
661         WriteCoord(channel, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
662         WriteCoord(channel, self.bouncestop); // g_balance_mortar_bouncestop
663         WriteCoord(channel, self.ebouncefactor); // g_balance_mortar_bouncefactor
664         WriteCoord(channel, self.ebouncestop); // g_balance_mortar_bouncestop
665         WriteByte(channel, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
666         WriteByte(channel, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
667         WriteByte(channel, serverflags); // client has to know if it should zoom or not
668         WriteByte(channel, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
669         WriteByte(channel, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
670         WriteCoord(channel, autocvar_g_trueaim_minrange);
671         WriteByte(channel, WEP_CVAR(porto, secondary)); // WEAPONTODO
672
673         MUTATOR_CALLHOOK(Ent_Init);
674 }
675
676 void ClientInit_CheckUpdate()
677 {SELFPARAM();
678         self.nextthink = time;
679         if(self.count != autocvar_g_balance_armor_blockpercent)
680         {
681                 self.count = autocvar_g_balance_armor_blockpercent;
682                 self.SendFlags |= 1;
683         }
684         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
685         {
686                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
687                 self.SendFlags |= 1;
688         }
689         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
690         {
691                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
692                 self.SendFlags |= 1;
693         }
694         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
695         {
696                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
697                 self.SendFlags |= 1;
698         }
699         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
700         {
701                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
702                 self.SendFlags |= 1;
703         }
704 }
705
706 void ClientInit_Spawn()
707 {SELFPARAM();
708
709         entity e = new(clientinit);
710         make_pure(e);
711         e.think = ClientInit_CheckUpdate;
712         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
713
714         WITH(entity, self, e, ClientInit_CheckUpdate());
715 }
716
717 /*
718 =============
719 SetNewParms
720 =============
721 */
722 void SetNewParms ()
723 {
724         // initialize parms for a new player
725         parm1 = -(86400 * 366);
726
727         MUTATOR_CALLHOOK(SetNewParms);
728 }
729
730 /*
731 =============
732 SetChangeParms
733 =============
734 */
735 void SetChangeParms ()
736 {SELFPARAM();
737         // save parms for level change
738         parm1 = self.parm_idlesince - time;
739
740         MUTATOR_CALLHOOK(SetChangeParms);
741 }
742
743 /*
744 =============
745 DecodeLevelParms
746 =============
747 */
748 void DecodeLevelParms ()
749 {SELFPARAM();
750         // load parms
751         self.parm_idlesince = parm1;
752         if(self.parm_idlesince == -(86400 * 366))
753                 self.parm_idlesince = time;
754
755         // whatever happens, allow 60 seconds of idling directly after connect for map loading
756         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
757
758         MUTATOR_CALLHOOK(DecodeLevelParms);
759 }
760
761 /*
762 =============
763 ClientKill
764
765 Called when a client types 'kill' in the console
766 =============
767 */
768
769 .float clientkill_nexttime;
770 void ClientKill_Now_TeamChange()
771 {SELFPARAM();
772         if(self.killindicator_teamchange == -1)
773         {
774                 JoinBestTeam( self, false, true );
775         }
776         else if(self.killindicator_teamchange == -2)
777         {
778                 if(blockSpectators)
779                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
780                 PutObserverInServer();
781         }
782         else
783                 SV_ChangeTeam(self.killindicator_teamchange - 1);
784         self.killindicator_teamchange = 0;
785 }
786
787 void ClientKill_Now()
788 {SELFPARAM();
789         if(self.vehicle)
790         {
791             vehicles_exit(VHEF_RELEASE);
792             if(!self.killindicator_teamchange)
793             {
794             self.vehicle_health = -1;
795             Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
796             }
797         }
798
799         if(self.killindicator && !wasfreed(self.killindicator))
800                 remove(self.killindicator);
801
802         self.killindicator = world;
803
804         if(self.killindicator_teamchange)
805                 ClientKill_Now_TeamChange();
806
807         if(IS_PLAYER(self))
808                 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
809
810         // now I am sure the player IS dead
811 }
812 void KillIndicator_Think()
813 {SELFPARAM();
814         if (gameover)
815         {
816                 self.owner.killindicator = world;
817                 remove(self);
818                 return;
819         }
820
821         if (self.owner.alpha < 0 && !self.owner.vehicle)
822         {
823                 self.owner.killindicator = world;
824                 remove(self);
825                 return;
826         }
827
828         if(self.cnt <= 0)
829         {
830                 WITH(entity, self, self.owner, ClientKill_Now());
831                 return;
832         }
833     else if(g_cts && self.health == 1) // health == 1 means that it's silent
834     {
835         self.nextthink = time + 1;
836         self.cnt -= 1;
837     }
838         else
839         {
840                 if(self.cnt <= 10)
841                         setmodel(self, MDL_NUM(self.cnt));
842                 if(IS_REAL_CLIENT(self.owner))
843                 {
844                         if(self.cnt <= 10)
845                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
846                 }
847                 self.nextthink = time + 1;
848                 self.cnt -= 1;
849         }
850 }
851
852 float clientkilltime;
853 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
854 {SELFPARAM();
855         float killtime;
856         float starttime;
857         entity e;
858
859         if (gameover)
860                 return;
861
862         killtime = autocvar_g_balance_kill_delay;
863
864         if(g_race_qualifying || g_cts)
865                 killtime = 0;
866
867     if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
868         return;
869
870         self.killindicator_teamchange = targetteam;
871
872     if(!self.killindicator)
873         {
874                 if(self.deadflag == DEAD_NO)
875                 {
876                         killtime = max(killtime, self.clientkill_nexttime - time);
877                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
878                 }
879
880                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
881                 {
882                         ClientKill_Now();
883                 }
884                 else
885                 {
886                         starttime = max(time, clientkilltime);
887
888                         self.killindicator = spawn();
889                         self.killindicator.owner = self;
890                         self.killindicator.scale = 0.5;
891                         setattachment(self.killindicator, self, "");
892                         setorigin(self.killindicator, '0 0 52');
893                         self.killindicator.think = KillIndicator_Think;
894                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
895                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
896                         self.killindicator.cnt = ceil(killtime);
897                         self.killindicator.count = bound(0, ceil(killtime), 10);
898                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
899
900                         for(e = world; (e = find(e, classname, "body")) != world; )
901                         {
902                                 if(e.enemy != self)
903                                         continue;
904                                 e.killindicator = spawn();
905                                 e.killindicator.owner = e;
906                                 e.killindicator.scale = 0.5;
907                                 setattachment(e.killindicator, e, "");
908                                 setorigin(e.killindicator, '0 0 52');
909                                 e.killindicator.think = KillIndicator_Think;
910                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
911                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
912                                 e.killindicator.cnt = ceil(killtime);
913                         }
914                         self.lip = 0;
915                 }
916         }
917         if(self.killindicator)
918         {
919                 if(targetteam == 0) // just die
920                 {
921                         self.killindicator.colormod = '0 0 0';
922                         if(IS_REAL_CLIENT(self))
923                         if(self.killindicator.cnt > 0)
924                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
925                 }
926                 else if(targetteam == -1) // auto
927                 {
928                         self.killindicator.colormod = '0 1 0';
929                         if(IS_REAL_CLIENT(self))
930                         if(self.killindicator.cnt > 0)
931                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
932                 }
933                 else if(targetteam == -2) // spectate
934                 {
935                         self.killindicator.colormod = '0.5 0.5 0.5';
936                         if(IS_REAL_CLIENT(self))
937                         if(self.killindicator.cnt > 0)
938                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
939                 }
940                 else
941                 {
942                         self.killindicator.colormod = Team_ColorRGB(targetteam);
943                         if(IS_REAL_CLIENT(self))
944                         if(self.killindicator.cnt > 0)
945                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
946                 }
947         }
948
949 }
950
951 void ClientKill ()
952 {SELFPARAM();
953         if(gameover) return;
954         if(self.player_blocked) return;
955         if(self.frozen) return;
956
957         ClientKill_TeamChange(0);
958 }
959
960 void FixClientCvars(entity e)
961 {
962         // send prediction settings to the client
963         stuffcmd(e, "\nin_bindmap 0 0\n");
964         if(autocvar_g_antilag == 3) // client side hitscan
965                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
966         if(autocvar_sv_gentle)
967                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
968 }
969
970 float PlayerInIDList(entity p, string idlist)
971 {
972         float n, i;
973         string s;
974
975         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
976         if (!p.crypto_idfp)
977                 return 0;
978
979         // this function allows abbreviated player IDs too!
980         n = tokenize_console(idlist);
981         for(i = 0; i < n; ++i)
982         {
983                 s = argv(i);
984                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
985                         return 1;
986         }
987
988         return 0;
989 }
990
991 #ifdef DP_EXT_PRECONNECT
992 /*
993 =============
994 ClientPreConnect
995
996 Called once (not at each match start) when a client begins a connection to the server
997 =============
998 */
999 void ClientPreConnect ()
1000 {SELFPARAM();
1001         if(autocvar_sv_eventlog)
1002         {
1003                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1004                         self.playerid,
1005                         num_for_edict(self),
1006                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1007                 ));
1008         }
1009 }
1010 #endif
1011
1012 /*
1013 =============
1014 ClientConnect
1015
1016 Called when a client connects to the server
1017 =============
1018 */
1019 void DecodeLevelParms ();
1020 void ClientConnect ()
1021 {SELFPARAM();
1022         float t;
1023
1024         if(IS_CLIENT(self))
1025         {
1026                 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1027                 return;
1028         }
1029
1030         if(Ban_MaybeEnforceBanOnce(self))
1031                 return;
1032
1033         DecodeLevelParms();
1034
1035 #ifdef WATERMARK
1036         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1037 #endif
1038
1039         self.classname = "player_joining";
1040
1041         self.flags = FL_CLIENT;
1042         self.version_nagtime = time + 10 + random() * 10;
1043
1044         if(player_count<0)
1045         {
1046                 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1047                 player_count = 0;
1048         }
1049
1050         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1051
1052         PlayerScore_Attach(self);
1053         ClientData_Attach();
1054         accuracy_init(self);
1055         Inventory_new(self);
1056
1057         bot_clientconnect();
1058
1059         playerdemo_init();
1060
1061         anticheat_init();
1062
1063         // identify the right forced team
1064         if(autocvar_g_campaign)
1065         {
1066                 if(IS_REAL_CLIENT(self)) // only players, not bots
1067                 {
1068                         switch(autocvar_g_campaign_forceteam)
1069                         {
1070                                 case 1: self.team_forced = NUM_TEAM_1; break;
1071                                 case 2: self.team_forced = NUM_TEAM_2; break;
1072                                 case 3: self.team_forced = NUM_TEAM_3; break;
1073                                 case 4: self.team_forced = NUM_TEAM_4; break;
1074                                 default: self.team_forced = 0;
1075                         }
1076                 }
1077         }
1078         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1079                 self.team_forced = NUM_TEAM_1;
1080         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1081                 self.team_forced = NUM_TEAM_2;
1082         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1083                 self.team_forced = NUM_TEAM_3;
1084         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1085                 self.team_forced = NUM_TEAM_4;
1086         else if(autocvar_g_forced_team_otherwise == "red")
1087                 self.team_forced = NUM_TEAM_1;
1088         else if(autocvar_g_forced_team_otherwise == "blue")
1089                 self.team_forced = NUM_TEAM_2;
1090         else if(autocvar_g_forced_team_otherwise == "yellow")
1091                 self.team_forced = NUM_TEAM_3;
1092         else if(autocvar_g_forced_team_otherwise == "pink")
1093                 self.team_forced = NUM_TEAM_4;
1094         else if(autocvar_g_forced_team_otherwise == "spectate")
1095                 self.team_forced = -1;
1096         else if(autocvar_g_forced_team_otherwise == "spectator")
1097                 self.team_forced = -1;
1098         else
1099                 self.team_forced = 0;
1100
1101         if(!teamplay)
1102                 if(self.team_forced > 0)
1103                         self.team_forced = 0;
1104
1105         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1106
1107         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1108                 self.classname = STR_OBSERVER;
1109         } else {
1110                 if(teamplay)
1111                 {
1112                         if(autocvar_g_balance_teams)
1113                         {
1114                                 self.classname = STR_PLAYER;
1115                                 campaign_bots_may_start = 1;
1116                         }
1117                         else
1118                         {
1119                                 self.classname = STR_OBSERVER; // do it anyway
1120                         }
1121                 }
1122                 else
1123                 {
1124                         self.classname = STR_PLAYER;
1125                         campaign_bots_may_start = 1;
1126                 }
1127         }
1128
1129         self.playerid = (playerid_last = playerid_last + 1);
1130
1131         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1132
1133     if(IS_BOT_CLIENT(self))
1134         PlayerStats_GameReport_AddPlayer(self);
1135
1136         if(autocvar_sv_eventlog)
1137                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1138
1139         LogTeamchange(self.playerid, self.team, 1);
1140
1141         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1142
1143         self.netname_previous = strzone(self.netname);
1144
1145         if(IS_PLAYER(self) && teamplay)
1146                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1147         else
1148                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1149
1150         stuffcmd(self, strcat(clientstuff, "\n"));
1151         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1152
1153         FixClientCvars(self);
1154
1155         // spawnfunc_waypoint sprites
1156         WaypointSprite_InitClient(self);
1157
1158         // Wazat's grappling hook
1159         SetGrappleHookBindings();
1160
1161         // Jetpack binds
1162         stuffcmd(self, "alias +jetpack +button10\n");
1163         stuffcmd(self, "alias -jetpack -button10\n");
1164
1165         // get version info from player
1166         stuffcmd(self, "cmd clientversion $gameversion\n");
1167
1168         // get other cvars from player
1169         GetCvars(0);
1170
1171         // notify about available teams
1172         if(teamplay)
1173         {
1174                 CheckAllowedTeams(self);
1175                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1176                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1177         }
1178         else
1179                 stuffcmd(self, "set _teams_available 0\n");
1180
1181         entcs_attach(self);
1182
1183         bot_relinkplayerlist();
1184
1185         self.spectatortime = time;
1186         if(blockSpectators)
1187         {
1188                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1189         }
1190
1191         self.jointime = time;
1192         self.allowed_timeouts = autocvar_sv_timeout_number;
1193
1194         if(IS_REAL_CLIENT(self))
1195         {
1196                 if(!autocvar_g_campaign)
1197                 {
1198                         self.motd_actived_time = -1;
1199                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1200                 }
1201
1202                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
1203                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1204         }
1205
1206         if(!sv_foginterval && world.fog != "")
1207                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1208
1209         W_HitPlotOpen(self);
1210
1211         if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1212                 send_CSQC_teamnagger();
1213
1214         CheatInitClient();
1215
1216         CSQCMODEL_AUTOINIT(self);
1217
1218         self.model_randomizer = random();
1219
1220         if(IS_REAL_CLIENT(self))
1221                 sv_notice_join();
1222
1223         for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1224                 WITH(entity, self, e, e.init_for_player(this));
1225         }
1226
1227         MUTATOR_CALLHOOK(ClientConnect, self);
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 ()
1239 {SELFPARAM();
1240         if(self.vehicle)
1241             vehicles_exit(VHEF_RELEASE);
1242
1243         if (!IS_CLIENT(self))
1244         {
1245                 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1246                 return;
1247         }
1248
1249         PlayerStats_GameReport_FinalizePlayer(self);
1250
1251         if ( self.active_minigame )
1252                 part_minigame(self);
1253
1254         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1255
1256         CheatShutdownClient();
1257
1258         W_HitPlotClose(self);
1259
1260         anticheat_report();
1261         anticheat_shutdown();
1262
1263         playerdemo_shutdown();
1264
1265         bot_clientdisconnect();
1266
1267         entcs_detach(self);
1268
1269         if(autocvar_sv_eventlog)
1270                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1271
1272         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1273
1274         MUTATOR_CALLHOOK(ClientDisconnect);
1275
1276         Portal_ClearAll(self);
1277
1278         Unfreeze(self);
1279
1280         RemoveGrapplingHook(self);
1281
1282         // Here, everything has been done that requires this player to be a client.
1283
1284         self.flags &= ~FL_CLIENT;
1285
1286         if (self.chatbubbleentity)
1287                 remove (self.chatbubbleentity);
1288
1289         if (self.killindicator)
1290                 remove (self.killindicator);
1291
1292         WaypointSprite_PlayerGone();
1293
1294         bot_relinkplayerlist();
1295
1296         accuracy_free(self);
1297         Inventory_delete(self);
1298         ClientData_Detach();
1299         PlayerScore_Detach(self);
1300
1301         if(self.netname_previous)
1302                 strunzone(self.netname_previous);
1303         if(self.clientstatus)
1304                 strunzone(self.clientstatus);
1305         if(self.weaponorder_byimpulse)
1306                 strunzone(self.weaponorder_byimpulse);
1307
1308         if(self.personal)
1309                 remove(self.personal);
1310
1311         self.playerid = 0;
1312         ReadyCount();
1313
1314         // free cvars
1315         GetCvars(-1);
1316 }
1317
1318 .float BUTTON_CHAT;
1319 void ChatBubbleThink()
1320 {SELFPARAM();
1321         self.nextthink = time;
1322         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1323         {
1324                 if(self.owner) // but why can that ever be world?
1325                         self.owner.chatbubbleentity = world;
1326                 remove(self);
1327                 return;
1328         }
1329
1330         self.mdl = "";
1331
1332         if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1333         {
1334                 if ( self.owner.active_minigame )
1335                         self.mdl = "models/sprites/minigame_busy.iqm";
1336                 else if ( self.owner.BUTTON_CHAT )
1337                         self.mdl = "models/misc/chatbubble.spr";
1338         }
1339
1340         if ( self.model != self.mdl )
1341                 _setmodel(self, self.mdl);
1342
1343 }
1344
1345 void UpdateChatBubble()
1346 {SELFPARAM();
1347         if (self.alpha < 0)
1348                 return;
1349         // spawn a chatbubble entity if needed
1350         if (!self.chatbubbleentity)
1351         {
1352                 self.chatbubbleentity = new(chatbubbleentity);
1353                 self.chatbubbleentity.owner = self;
1354                 self.chatbubbleentity.exteriormodeltoclient = self;
1355                 self.chatbubbleentity.think = ChatBubbleThink;
1356                 self.chatbubbleentity.nextthink = time;
1357                 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1358                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1359                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1360                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1361                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1362                 //self.chatbubbleentity.model = "";
1363                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1364         }
1365 }
1366
1367
1368 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1369 // added to the model skins
1370 /*void UpdateColorModHack()
1371 {
1372         float c;
1373         c = self.clientcolors & 15;
1374         // LordHavoc: only bothering to support white, green, red, yellow, blue
1375              if (!teamplay) self.colormod = '0 0 0';
1376         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1377         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1378         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1379         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1380         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1381         else self.colormod = '1 1 1';
1382 }*/
1383
1384 void respawn()
1385 {SELFPARAM();
1386         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1387         {
1388                 self.solid = SOLID_NOT;
1389                 self.takedamage = DAMAGE_NO;
1390                 self.movetype = MOVETYPE_FLY;
1391                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1392                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1393                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1394                 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1395                 if(autocvar_g_respawn_ghosts_maxtime)
1396                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1397         }
1398
1399         CopyBody(1);
1400
1401         self.effects |= EF_NODRAW; // prevent another CopyBody
1402         PutClientInServer();
1403 }
1404
1405 void play_countdown(float finished, string samp)
1406 {SELFPARAM();
1407         if(IS_REAL_CLIENT(self))
1408                 if(floor(finished - time - frametime) != floor(finished - time))
1409                         if(finished - time < 6)
1410                                 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1411 }
1412
1413 void player_powerups ()
1414 {SELFPARAM();
1415         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1416         int items_prev = self.items;
1417
1418         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1419                 self.modelflags |= MF_ROCKET;
1420         else
1421                 self.modelflags &= ~MF_ROCKET;
1422
1423         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1424
1425         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1426                 return;
1427
1428         Fire_ApplyDamage(self);
1429         Fire_ApplyEffect(self);
1430
1431         if (!g_instagib)
1432         {
1433                 if (self.items & ITEM_Strength.m_itemid)
1434                 {
1435                         play_countdown(self.strength_finished, SND(POWEROFF));
1436                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1437                         if (time > self.strength_finished)
1438                         {
1439                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1440                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1441                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1442                         }
1443                 }
1444                 else
1445                 {
1446                         if (time < self.strength_finished)
1447                         {
1448                                 self.items = self.items | ITEM_Strength.m_itemid;
1449                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1450                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1451                         }
1452                 }
1453                 if (self.items & ITEM_Shield.m_itemid)
1454                 {
1455                         play_countdown(self.invincible_finished, SND(POWEROFF));
1456                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1457                         if (time > self.invincible_finished)
1458                         {
1459                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1460                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1461                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1462                         }
1463                 }
1464                 else
1465                 {
1466                         if (time < self.invincible_finished)
1467                         {
1468                                 self.items = self.items | ITEM_Shield.m_itemid;
1469                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1470                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1471                         }
1472                 }
1473                 if (self.items & IT_SUPERWEAPON)
1474                 {
1475                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1476                         {
1477                                 self.superweapons_finished = 0;
1478                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1479                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1480                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1481                         }
1482                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1483                         {
1484                                 // don't let them run out
1485                         }
1486                         else
1487                         {
1488                                 play_countdown(self.superweapons_finished, SND(POWEROFF));
1489                                 if (time > self.superweapons_finished)
1490                                 {
1491                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1492                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1493                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1494                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1495                                 }
1496                         }
1497                 }
1498                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1499                 {
1500                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1501                         {
1502                                 self.items = self.items | IT_SUPERWEAPON;
1503                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1504                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1505                         }
1506                         else
1507                         {
1508                                 self.superweapons_finished = 0;
1509                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1510                         }
1511                 }
1512                 else
1513                 {
1514                         self.superweapons_finished = 0;
1515                 }
1516         }
1517
1518         if(autocvar_g_nodepthtestplayers)
1519                 self.effects = self.effects | EF_NODEPTHTEST;
1520
1521         if(autocvar_g_fullbrightplayers)
1522                 self.effects = self.effects | EF_FULLBRIGHT;
1523
1524         if (time >= game_starttime)
1525         if (time < self.spawnshieldtime)
1526                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1527
1528         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1529 }
1530
1531 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1532 {
1533         if(current > stable)
1534                 return current;
1535         else if(current > stable - 0.25) // when close enough, "snap"
1536                 return stable;
1537         else
1538                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1539 }
1540
1541 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1542 {
1543         if(current < stable)
1544                 return current;
1545         else if(current < stable + 0.25) // when close enough, "snap"
1546                 return stable;
1547         else
1548                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1549 }
1550
1551 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1552 {
1553         if(current > rotstable)
1554         {
1555                 if(rotframetime > 0)
1556                 {
1557                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1558                         current = max(rotstable, current - rotlinear * rotframetime);
1559                 }
1560         }
1561         else if(current < regenstable)
1562         {
1563                 if(regenframetime > 0)
1564                 {
1565                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1566                         current = min(regenstable, current + regenlinear * regenframetime);
1567                 }
1568         }
1569
1570         if(current > limit)
1571                 current = limit;
1572
1573         return current;
1574 }
1575
1576 void player_regen ()
1577 {SELFPARAM();
1578         float max_mod, regen_mod, rot_mod, limit_mod;
1579         max_mod = regen_mod = rot_mod = limit_mod = 1;
1580         regen_mod_max = max_mod;
1581         regen_mod_regen = regen_mod;
1582         regen_mod_rot = rot_mod;
1583         regen_mod_limit = limit_mod;
1584
1585         regen_health = autocvar_g_balance_health_regen;
1586         regen_health_linear = autocvar_g_balance_health_regenlinear;
1587         regen_health_rot = autocvar_g_balance_health_rot;
1588         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1589         regen_health_stable = autocvar_g_balance_health_regenstable;
1590         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1591         if(!MUTATOR_CALLHOOK(PlayerRegen))
1592         if(!self.frozen)
1593         {
1594                 float mina, maxa, limith, limita;
1595                 maxa = autocvar_g_balance_armor_rotstable;
1596                 mina = autocvar_g_balance_armor_regenstable;
1597                 limith = autocvar_g_balance_health_limit;
1598                 limita = autocvar_g_balance_armor_limit;
1599
1600                 max_mod = regen_mod_max;
1601                 regen_mod = regen_mod_regen;
1602                 rot_mod = regen_mod_rot;
1603                 limit_mod = regen_mod_limit;
1604
1605                 regen_health_rotstable = regen_health_rotstable * max_mod;
1606                 regen_health_stable = regen_health_stable * max_mod;
1607                 limith = limith * limit_mod;
1608                 limita = limita * limit_mod;
1609
1610                 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);
1611                 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1612         }
1613
1614         // if player rotted to death...  die!
1615         // check this outside above checks, as player may still be able to rot to death
1616         if(self.health < 1)
1617         {
1618                 if(self.vehicle)
1619                         vehicles_exit(VHEF_RELEASE);
1620                 self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1621         }
1622
1623         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1624         {
1625                 float minf, maxf, limitf;
1626
1627                 maxf = autocvar_g_balance_fuel_rotstable;
1628                 minf = autocvar_g_balance_fuel_regenstable;
1629                 limitf = autocvar_g_balance_fuel_limit;
1630
1631                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1632         }
1633 }
1634
1635 float zoomstate_set;
1636 void SetZoomState(float z)
1637 {SELFPARAM();
1638         if(z != self.zoomstate)
1639         {
1640                 self.zoomstate = z;
1641                 ClientData_Touch(self);
1642         }
1643         zoomstate_set = 1;
1644 }
1645
1646 void GetPressedKeys()
1647 {
1648         SELFPARAM();
1649         MUTATOR_CALLHOOK(GetPressedKeys);
1650         int keys = this.pressedkeys;
1651         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1652         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1653         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1654         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1655
1656         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1657         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1658         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1659         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1660         this.pressedkeys = keys;
1661 }
1662
1663 /*
1664 ======================
1665 spectate mode routines
1666 ======================
1667 */
1668
1669 void SpectateCopy(entity spectatee)
1670 {SELFPARAM();
1671         MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1672         self.armortype = spectatee.armortype;
1673         self.armorvalue = spectatee.armorvalue;
1674         self.ammo_cells = spectatee.ammo_cells;
1675         self.ammo_plasma = spectatee.ammo_plasma;
1676         self.ammo_shells = spectatee.ammo_shells;
1677         self.ammo_nails = spectatee.ammo_nails;
1678         self.ammo_rockets = spectatee.ammo_rockets;
1679         self.ammo_fuel = spectatee.ammo_fuel;
1680         self.clip_load = spectatee.clip_load;
1681         self.clip_size = spectatee.clip_size;
1682         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1683         self.health = spectatee.health;
1684         self.impulse = 0;
1685         self.items = spectatee.items;
1686         self.last_pickup = spectatee.last_pickup;
1687         self.hit_time = spectatee.hit_time;
1688         self.strength_finished = spectatee.strength_finished;
1689         self.invincible_finished = spectatee.invincible_finished;
1690         self.pressedkeys = spectatee.pressedkeys;
1691         self.weapons = spectatee.weapons;
1692         self.switchweapon = spectatee.switchweapon;
1693         self.switchingweapon = spectatee.switchingweapon;
1694         self.weapon = spectatee.weapon;
1695         self.vortex_charge = spectatee.vortex_charge;
1696         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1697         self.hagar_load = spectatee.hagar_load;
1698         self.arc_heat_percent = spectatee.arc_heat_percent;
1699         self.minelayer_mines = spectatee.minelayer_mines;
1700         self.punchangle = spectatee.punchangle;
1701         self.view_ofs = spectatee.view_ofs;
1702         self.velocity = spectatee.velocity;
1703         self.dmg_take = spectatee.dmg_take;
1704         self.dmg_save = spectatee.dmg_save;
1705         self.dmg_inflictor = spectatee.dmg_inflictor;
1706         self.v_angle = spectatee.v_angle;
1707         self.angles = spectatee.v_angle;
1708         self.frozen = spectatee.frozen;
1709         self.revive_progress = spectatee.revive_progress;
1710         if(!self.BUTTON_USE)
1711                 self.fixangle = true;
1712         setorigin(self, spectatee.origin);
1713         setsize(self, spectatee.mins, spectatee.maxs);
1714         SetZoomState(spectatee.zoomstate);
1715
1716     anticheat_spectatecopy(spectatee);
1717         self.hud = spectatee.hud;
1718         if(spectatee.vehicle)
1719     {
1720         self.fixangle = false;
1721         //self.velocity = spectatee.vehicle.velocity;
1722         self.vehicle_health = spectatee.vehicle_health;
1723         self.vehicle_shield = spectatee.vehicle_shield;
1724         self.vehicle_energy = spectatee.vehicle_energy;
1725         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1726         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1727         self.vehicle_reload1 = spectatee.vehicle_reload1;
1728         self.vehicle_reload2 = spectatee.vehicle_reload2;
1729
1730         msg_entity = self;
1731
1732         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1733             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1734             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1735             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1736
1737         //WriteByte (MSG_ONE, SVC_SETVIEW);
1738         //    WriteEntity(MSG_ONE, self);
1739         //makevectors(spectatee.v_angle);
1740         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1741     }
1742 }
1743
1744 bool SpectateUpdate()
1745 {SELFPARAM();
1746         if(!self.enemy)
1747             return false;
1748
1749         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1750         {
1751                 SetSpectatee(self, NULL);
1752                 return false;
1753         }
1754
1755         SpectateCopy(self.enemy);
1756
1757         return true;
1758 }
1759
1760 bool SpectateSet()
1761 {SELFPARAM();
1762         if(!IS_PLAYER(self.enemy))
1763                 return false;
1764
1765         msg_entity = self;
1766         WriteByte(MSG_ONE, SVC_SETVIEW);
1767         WriteEntity(MSG_ONE, self.enemy);
1768         self.movetype = MOVETYPE_NONE;
1769         accuracy_resend(self);
1770
1771         if(!SpectateUpdate())
1772                 PutObserverInServer();
1773
1774         return true;
1775 }
1776
1777 void SetSpectatee(entity player, entity spectatee)
1778 {
1779         entity old_spectatee = player.enemy;
1780
1781         player.enemy = spectatee;
1782
1783         // WEAPONTODO
1784         // these are required to fix the spectator bug with arc
1785         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1786         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1787 }
1788
1789 bool Spectate(entity pl)
1790 {SELFPARAM();
1791         if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1792                 return false;
1793         pl = spec_player;
1794
1795         SetSpectatee(self, pl);
1796         return SpectateSet();
1797 }
1798
1799 bool SpectateNext()
1800 {SELFPARAM();
1801         other = find(self.enemy, classname, "player");
1802
1803         if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1804                 other = spec_player;
1805         else if (!other)
1806                 other = find(other, classname, "player");
1807
1808         if(other) { SetSpectatee(self, other); }
1809
1810         return SpectateSet();
1811 }
1812
1813 bool SpectatePrev()
1814 {SELFPARAM();
1815         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1816         other = findchain(classname, "player");
1817         if (!other) // no player
1818                 return false;
1819
1820         entity first = other;
1821         // skip players until current spectated player
1822         if(self.enemy)
1823         while(other && other != self.enemy)
1824                 other = other.chain;
1825
1826         switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1827         {
1828                 case MUT_SPECPREV_FOUND:
1829                     other = spec_player;
1830                     break;
1831                 case MUT_SPECPREV_RETURN:
1832                     other = spec_player;
1833                     return true;
1834                 case MUT_SPECPREV_CONTINUE:
1835                 default:
1836                 {
1837                         if(other.chain)
1838                                 other = other.chain;
1839                         else
1840                                 other = first;
1841                         break;
1842                 }
1843         }
1844
1845         SetSpectatee(self, other);
1846         return SpectateSet();
1847 }
1848
1849 /*
1850 =============
1851 ShowRespawnCountdown()
1852
1853 Update a respawn countdown display.
1854 =============
1855 */
1856 void ShowRespawnCountdown()
1857 {SELFPARAM();
1858         float number;
1859         if(self.deadflag == DEAD_NO) // just respawned?
1860                 return;
1861         else
1862         {
1863                 number = ceil(self.respawn_time - time);
1864                 if(number <= 0)
1865                         return;
1866                 if(number <= self.respawn_countdown)
1867                 {
1868                         self.respawn_countdown = number - 1;
1869                         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
1870                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1871                 }
1872         }
1873 }
1874
1875 void LeaveSpectatorMode()
1876 {SELFPARAM();
1877         if(self.caplayer)
1878                 return;
1879         if(nJoinAllowed(self))
1880         {
1881                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1882                 {
1883                         self.classname = STR_PLAYER;
1884
1885                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1886                                 { JoinBestTeam(self, false, true); }
1887
1888                         if(autocvar_g_campaign)
1889                                 { campaign_bots_may_start = 1; }
1890
1891                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1892
1893                         PutClientInServer();
1894
1895                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1896                 }
1897                 else
1898                         stuffcmd(self, "menu_showteamselect\n");
1899         }
1900         else
1901         {
1902                 // Player may not join because g_maxplayers is set
1903                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1904         }
1905 }
1906
1907 /**
1908  * Determines whether the player is allowed to join. This depends on cvar
1909  * g_maxplayers, if it isn't used this function always return true, otherwise
1910  * it checks whether the number of currently playing players exceeds g_maxplayers.
1911  * @return int number of free slots for players, 0 if none
1912  */
1913 float nJoinAllowed(entity ignore)
1914 {SELFPARAM();
1915         if(!ignore)
1916         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1917         // so report 0 free slots if restricted
1918         {
1919                 if(autocvar_g_forced_team_otherwise == "spectate")
1920                         return 0;
1921                 if(autocvar_g_forced_team_otherwise == "spectator")
1922                         return 0;
1923         }
1924
1925         if(self.team_forced < 0)
1926                 return 0; // forced spectators can never join
1927
1928         // TODO simplify this
1929         entity e;
1930         float totalClients = 0;
1931         FOR_EACH_CLIENT(e)
1932                 if(e != ignore)
1933                         totalClients += 1;
1934
1935         if (!autocvar_g_maxplayers)
1936                 return maxclients - totalClients;
1937
1938         float currentlyPlaying = 0;
1939         FOR_EACH_REALCLIENT(e)
1940                 if(IS_PLAYER(e) || e.caplayer)
1941                         currentlyPlaying += 1;
1942
1943         if(currentlyPlaying < autocvar_g_maxplayers)
1944                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1945
1946         return 0;
1947 }
1948
1949 /**
1950  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1951  * g_maxplayers_spectator_blocktime seconds
1952  */
1953 void checkSpectatorBlock()
1954 {SELFPARAM();
1955         if(IS_SPEC(self) || IS_OBSERVER(self))
1956         if(!self.caplayer)
1957         if(IS_REAL_CLIENT(self))
1958         {
1959                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1960                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1961                         dropclient(self);
1962                 }
1963         }
1964 }
1965
1966 void PrintWelcomeMessage()
1967 {SELFPARAM();
1968         if(self.motd_actived_time == 0)
1969         {
1970                 if (autocvar_g_campaign) {
1971                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1972                                 self.motd_actived_time = time;
1973                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1974                         }
1975                 } else {
1976                         if (self.BUTTON_INFO) {
1977                                 self.motd_actived_time = time;
1978                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1979                         }
1980                 }
1981         }
1982         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1983         {
1984                 if (autocvar_g_campaign) {
1985                         if (self.BUTTON_INFO)
1986                                 self.motd_actived_time = time;
1987                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1988                                 self.motd_actived_time = 0;
1989                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1990                         }
1991                 } else {
1992                         if (self.BUTTON_INFO)
1993                                 self.motd_actived_time = time;
1994                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1995                                 self.motd_actived_time = 0;
1996                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1997                         }
1998                 }
1999         }
2000         else //if(self.motd_actived_time < 0) // just connected, motd is active
2001         {
2002                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2003                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2004                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
2005                 {
2006                         // instanctly hide MOTD
2007                         self.motd_actived_time = 0;
2008                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2009                 }
2010         }
2011 }
2012
2013 void ObserverThink()
2014 {SELFPARAM();
2015         if ( self.impulse )
2016         {
2017                 MinigameImpulse(self.impulse);
2018                 self.impulse = 0;
2019         }
2020         float prefered_movetype;
2021         if (self.flags & FL_JUMPRELEASED) {
2022                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2023                         self.flags &= ~FL_JUMPRELEASED;
2024                         self.flags |= FL_SPAWNING;
2025                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2026                         self.flags &= ~FL_JUMPRELEASED;
2027                         if(SpectateNext()) {
2028                                 self.classname = STR_SPECTATOR;
2029                         }
2030                 } else {
2031                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2032                         if (self.movetype != prefered_movetype)
2033                                 self.movetype = prefered_movetype;
2034                 }
2035         } else {
2036                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2037                         self.flags |= FL_JUMPRELEASED;
2038                         if(self.flags & FL_SPAWNING)
2039                         {
2040                                 self.flags &= ~FL_SPAWNING;
2041                                 LeaveSpectatorMode();
2042                                 return;
2043                         }
2044                 }
2045         }
2046 }
2047
2048 void SpectatorThink()
2049 {SELFPARAM();
2050         if ( self.impulse )
2051         {
2052                 if(MinigameImpulse(self.impulse))
2053                         self.impulse = 0;
2054         }
2055         if (self.flags & FL_JUMPRELEASED) {
2056                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2057                         self.flags &= ~FL_JUMPRELEASED;
2058                         self.flags |= FL_SPAWNING;
2059                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2060                         self.flags &= ~FL_JUMPRELEASED;
2061                         if(SpectateNext()) {
2062                                 self.classname = STR_SPECTATOR;
2063                         } else {
2064                                 self.classname = STR_OBSERVER;
2065                                 PutClientInServer();
2066                         }
2067                         self.impulse = 0;
2068                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2069                         self.flags &= ~FL_JUMPRELEASED;
2070                         if(SpectatePrev()) {
2071                                 self.classname = STR_SPECTATOR;
2072                         } else {
2073                                 self.classname = STR_OBSERVER;
2074                                 PutClientInServer();
2075                         }
2076                         self.impulse = 0;
2077                 } else if (self.BUTTON_ATCK2) {
2078                         self.flags &= ~FL_JUMPRELEASED;
2079                         self.classname = STR_OBSERVER;
2080                         PutClientInServer();
2081                 } else {
2082                         if(!SpectateUpdate())
2083                                 PutObserverInServer();
2084                 }
2085         } else {
2086                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2087                         self.flags |= FL_JUMPRELEASED;
2088                         if(self.flags & FL_SPAWNING)
2089                         {
2090                                 self.flags &= ~FL_SPAWNING;
2091                                 LeaveSpectatorMode();
2092                                 return;
2093                         }
2094                 }
2095                 if(!SpectateUpdate())
2096                         PutObserverInServer();
2097         }
2098
2099         self.flags |= FL_CLIENT | FL_NOTARGET;
2100 }
2101
2102 void vehicles_enter (entity pl, entity veh);
2103 void PlayerUseKey()
2104 {SELFPARAM();
2105         if (!IS_PLAYER(self))
2106                 return;
2107
2108         if(self.vehicle)
2109         {
2110                 if(!gameover)
2111                 {
2112                         vehicles_exit(VHEF_NORMAL);
2113                         return;
2114                 }
2115         }
2116         else if(autocvar_g_vehicles_enter)
2117         {
2118                 if(!self.frozen)
2119                 if(self.deadflag == DEAD_NO)
2120                 if(!gameover)
2121                 {
2122                         entity head, closest_target = world;
2123                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2124
2125                         while(head) // find the closest acceptable target to enter
2126                         {
2127                                 if(head.vehicle_flags & VHF_ISVEHICLE)
2128                                 if(head.deadflag == DEAD_NO)
2129                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2130                                 if(head.takedamage != DAMAGE_NO)
2131                                 {
2132                                         if(closest_target)
2133                                         {
2134                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2135                                                 { closest_target = head; }
2136                                         }
2137                                         else { closest_target = head; }
2138                                 }
2139
2140                                 head = head.chain;
2141                         }
2142
2143                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2144                 }
2145         }
2146
2147         // a use key was pressed; call handlers
2148         MUTATOR_CALLHOOK(PlayerUseKey);
2149 }
2150
2151
2152 /*
2153 =============
2154 PlayerPreThink
2155
2156 Called every frame for each client before the physics are run
2157 =============
2158 */
2159 .float usekeypressed;
2160 void() nexball_setstatus;
2161 .float last_vehiclecheck;
2162 .int items_added;
2163 void PlayerPreThink ()
2164 {SELFPARAM();
2165         WarpZone_PlayerPhysics_FixVAngle();
2166
2167         self.stat_game_starttime = game_starttime;
2168         self.stat_round_starttime = round_starttime;
2169         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2170         self.stat_leadlimit = autocvar_leadlimit;
2171
2172         self.weaponsinmap = weaponsInMap;
2173
2174         if(frametime)
2175         {
2176                 // physics frames: update anticheat stuff
2177                 anticheat_prethink();
2178         }
2179
2180         if(blockSpectators && frametime)
2181                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2182                 checkSpectatorBlock();
2183
2184         zoomstate_set = 0;
2185
2186         // Savage: Check for nameless players
2187         if (isInvisibleString(self.netname)) {
2188                 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2189                 if(autocvar_sv_eventlog)
2190                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2191                 if(self.netname_previous)
2192                         strunzone(self.netname_previous);
2193                 self.netname_previous = strzone(new_name);
2194                 self.netname = self.netname_previous;
2195                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2196         } else if(self.netname_previous != self.netname) {
2197                 if(autocvar_sv_eventlog)
2198                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2199                 if(self.netname_previous)
2200                         strunzone(self.netname_previous);
2201                 self.netname_previous = strzone(self.netname);
2202         }
2203
2204         // version nagging
2205         if(self.version_nagtime)
2206                 if(self.cvar_g_xonoticversion)
2207                         if(time > self.version_nagtime)
2208                         {
2209                                 // don't notify git users
2210                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2211                                 {
2212                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2213                                         {
2214                                                 // notify release users if connecting to git
2215                                                 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2216                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2217                                         }
2218                                         else
2219                                         {
2220                                                 float r;
2221                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2222                                                 if(r < 0)
2223                                                 {
2224                                                         // give users new version
2225                                                         LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2226                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2227                                                 }
2228                                                 else if(r > 0)
2229                                                 {
2230                                                         // notify users about old server version
2231                                                         LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2232                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2233                                                 }
2234                                         }
2235                                 }
2236                                 self.version_nagtime = 0;
2237                         }
2238
2239         // GOD MODE info
2240         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2241         {
2242                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2243                 self.max_armorvalue = 0;
2244         }
2245
2246         if(self.frozen == 2)
2247         {
2248                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2249                 self.health = max(1, self.revive_progress * start_health);
2250                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2251
2252                 if(self.revive_progress >= 1)
2253                         Unfreeze(self);
2254         }
2255         else if(self.frozen == 3)
2256         {
2257                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2258                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2259
2260                 if(self.health < 1)
2261                 {
2262                         if(self.vehicle)
2263                                 vehicles_exit(VHEF_RELEASE);
2264                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2265                 }
2266                 else if ( self.revive_progress <= 0 )
2267                         Unfreeze(self);
2268         }
2269
2270         MUTATOR_CALLHOOK(PlayerPreThink);
2271
2272         if(autocvar_g_vehicles_enter)
2273         if(time > self.last_vehiclecheck)
2274         if(IS_PLAYER(self))
2275         if(!gameover)
2276         if(!self.frozen)
2277         if(!self.vehicle)
2278         if(self.deadflag == DEAD_NO)
2279         {
2280                 entity veh;
2281                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2282                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2283                 if(veh.deadflag == DEAD_NO)
2284                 if(veh.takedamage != DAMAGE_NO)
2285                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2286                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2287                 else if(!veh.owner)
2288                 if(!veh.team || SAME_TEAM(self, veh))
2289                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2290                 else if(autocvar_g_vehicles_steal)
2291                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2292
2293                 self.last_vehiclecheck = time + 1;
2294         }
2295
2296         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2297         {
2298                 if(self.BUTTON_USE && !self.usekeypressed)
2299                         PlayerUseKey();
2300                 self.usekeypressed = self.BUTTON_USE;
2301         }
2302
2303         if(IS_REAL_CLIENT(self))
2304                 PrintWelcomeMessage();
2305
2306         if(IS_PLAYER(self))
2307         {
2308
2309                 CheckRules_Player();
2310
2311                 if (intermission_running)
2312                 {
2313                         IntermissionThink ();   // otherwise a button could be missed between
2314                         return;                                 // the think tics
2315                 }
2316
2317                 //don't allow the player to turn around while game is paused!
2318                 if(timeout_status == TIMEOUT_ACTIVE) {
2319                         // FIXME turn this into CSQC stuff
2320                         self.v_angle = self.lastV_angle;
2321                         self.angles = self.lastV_angle;
2322                         self.fixangle = true;
2323                 }
2324
2325                 if(frametime)
2326                 {
2327                         if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2328                         {
2329                                 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));
2330                                 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));
2331                                 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));
2332
2333                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2334                                 {
2335                                         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));
2336                                         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));
2337                                         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));
2338                                 }
2339                         }
2340                         else
2341                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2342
2343                         player_powerups();
2344                 }
2345
2346                 if (self.deadflag != DEAD_NO)
2347                 {
2348                         if(self.personal && g_race_qualifying)
2349                         {
2350                                 if(time > self.respawn_time)
2351                                 {
2352                                         self.respawn_time = time + 1; // only retry once a second
2353                                         self.stat_respawn_time = self.respawn_time;
2354                                         respawn();
2355                                         self.impulse = 141;
2356                                 }
2357                         }
2358                         else
2359                         {
2360                                 float button_pressed;
2361                                 if(frametime)
2362                                         player_anim();
2363                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2364
2365                                 if (self.deadflag == DEAD_DYING)
2366                                 {
2367                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2368                                                 self.deadflag = DEAD_RESPAWNING;
2369                                         else if(!button_pressed)
2370                                                 self.deadflag = DEAD_DEAD;
2371                                 }
2372                                 else if (self.deadflag == DEAD_DEAD)
2373                                 {
2374                                         if(button_pressed)
2375                                                 self.deadflag = DEAD_RESPAWNABLE;
2376                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2377                                                 self.deadflag = DEAD_RESPAWNING;
2378                                 }
2379                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2380                                 {
2381                                         if(!button_pressed)
2382                                                 self.deadflag = DEAD_RESPAWNING;
2383                                 }
2384                                 else if (self.deadflag == DEAD_RESPAWNING)
2385                                 {
2386                                         if(time > self.respawn_time)
2387                                         {
2388                                                 self.respawn_time = time + 1; // only retry once a second
2389                                                 self.respawn_time_max = self.respawn_time;
2390                                                 respawn();
2391                                         }
2392                                 }
2393
2394                                 ShowRespawnCountdown();
2395
2396                                 if(self.respawn_flags & RESPAWN_SILENT)
2397                                         self.stat_respawn_time = 0;
2398                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2399                                         self.stat_respawn_time = self.respawn_time_max;
2400                                 else
2401                                         self.stat_respawn_time = self.respawn_time;
2402                         }
2403
2404                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2405                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2406                                 self.stat_respawn_time *= -1;
2407
2408                         return;
2409                 }
2410
2411                 self.prevorigin = self.origin;
2412
2413                 float do_crouch = self.BUTTON_CROUCH;
2414                 if(self.hook.state)
2415                         do_crouch = 0;
2416                 if(self.vehicle)
2417                         do_crouch = 0;
2418                 if(self.frozen)
2419                         do_crouch = 0;
2420
2421                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2422                 // It cannot be predicted by the engine!
2423                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2424                 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2425                         do_crouch = 0;
2426
2427                 if (do_crouch)
2428                 {
2429                         if (!self.crouch)
2430                         {
2431                                 self.crouch = true;
2432                                 self.view_ofs = self.stat_pl_crouch_view_ofs;
2433                                 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2434                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2435                         }
2436                 }
2437                 else
2438                 {
2439                         if (self.crouch)
2440                         {
2441                                 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2442                                 if (!trace_startsolid)
2443                                 {
2444                                         self.crouch = false;
2445                                         self.view_ofs = self.stat_pl_view_ofs;
2446                                         setsize (self, self.stat_pl_min, self.stat_pl_max);
2447                                 }
2448                         }
2449                 }
2450
2451                 FixPlayermodel(self);
2452
2453                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2454                 //if(frametime)
2455                 {
2456                         self.items &= ~self.items_added;
2457
2458                         W_WeaponFrame(self);
2459
2460                         self.items_added = 0;
2461                         if(self.items & ITEM_Jetpack.m_itemid)
2462                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2463                                         self.items_added |= IT_FUEL;
2464
2465                         self.items |= self.items_added;
2466                 }
2467
2468                 player_regen();
2469
2470                 // WEAPONTODO: Add a weapon request for this
2471                 // rot vortex charge to the charge limit
2472                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2473                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2474
2475                 if(frametime)
2476                         player_anim();
2477
2478                 // secret status
2479                 secrets_setstatus();
2480
2481                 // monsters status
2482                 monsters_setstatus();
2483
2484                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2485
2486                 //self.angles_y=self.v_angle_y + 90;   // temp
2487         } else if(gameover) {
2488                 if (intermission_running)
2489                         IntermissionThink ();   // otherwise a button could be missed between
2490                 return;
2491         } else if(IS_OBSERVER(self)) {
2492                 ObserverThink();
2493         } else if(IS_SPEC(self)) {
2494                 SpectatorThink();
2495         }
2496
2497         // WEAPONTODO: Add weapon request for this
2498         if(!zoomstate_set)
2499                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2500
2501         float oldspectatee_status;
2502         oldspectatee_status = self.spectatee_status;
2503         if(IS_SPEC(self))
2504                 self.spectatee_status = num_for_edict(self.enemy);
2505         else if(IS_OBSERVER(self))
2506                 self.spectatee_status = num_for_edict(self);
2507         else
2508                 self.spectatee_status = 0;
2509         if(self.spectatee_status != oldspectatee_status)
2510         {
2511                 ClientData_Touch(self);
2512         }
2513
2514         if(self.teamkill_soundtime)
2515         if(time > self.teamkill_soundtime)
2516         {
2517                 self.teamkill_soundtime = 0;
2518
2519                 setself(self.teamkill_soundsource);
2520                 entity oldpusher = self.pusher;
2521                 self.pusher = this;
2522
2523                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2524
2525                 self.pusher = oldpusher;
2526                 setself(this);
2527         }
2528
2529         if(self.taunt_soundtime)
2530         if(time > self.taunt_soundtime)
2531         {
2532                 self.taunt_soundtime = 0;
2533                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2534         }
2535
2536         target_voicescript_next(self);
2537
2538         // WEAPONTODO: Move into weaponsystem somehow
2539         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2540         if(!self.weapon)
2541                 self.clip_load = self.clip_size = 0;
2542 }
2543
2544 /*
2545 =============
2546 PlayerPostThink
2547
2548 Called every frame for each client after the physics are run
2549 =============
2550 */
2551 .float idlekick_lasttimeleft;
2552 void PlayerPostThink ()
2553 {SELFPARAM();
2554         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2555         if(IS_REAL_CLIENT(self))
2556         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2557         {
2558                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2559                 {
2560                         if(self.idlekick_lasttimeleft)
2561                         {
2562                                 self.idlekick_lasttimeleft = 0;
2563                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2564                         }
2565                 }
2566                 else
2567                 {
2568                         float timeleft;
2569                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2570                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2571                         {
2572                                 if(!self.idlekick_lasttimeleft)
2573                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2574                         }
2575                         if(timeleft <= 0)
2576                         {
2577                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2578                                 dropclient(self);
2579                                 return;
2580                         }
2581                         else if(timeleft <= 10)
2582                         {
2583                                 if(timeleft != self.idlekick_lasttimeleft)
2584                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2585                                 self.idlekick_lasttimeleft = timeleft;
2586                         }
2587                 }
2588         }
2589
2590         CheatFrame();
2591
2592         //CheckPlayerJump();
2593
2594         if(IS_PLAYER(self)) {
2595                 CheckRules_Player();
2596                 UpdateChatBubble();
2597                 if (self.impulse)
2598                         ImpulseCommands();
2599                 if (intermission_running)
2600                         return;         // intermission or finale
2601                 GetPressedKeys();
2602         }
2603
2604         /*
2605         float i;
2606         for(i = 0; i < 1000; ++i)
2607         {
2608                 vector end;
2609                 end = self.origin + '0 0 1024' + 512 * randomvec();
2610                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2611                 if(trace_fraction < 1)
2612                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2613                 {
2614                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2615                         break;
2616                 }
2617         }
2618         */
2619
2620         if(self.waypointsprite_attachedforcarrier)
2621                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2622
2623         playerdemo_write();
2624
2625         CSQCMODEL_AUTOUPDATE(self);
2626 }