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Weapons: fix cvar networking for late joins
[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.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
574
575                 if (this.killcount == FRAGS_SPECTATOR) {
576                         PlayerScore_Clear(this);
577                         this.killcount = 0;
578                 }
579
580                 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
581                 {
582                         CL_SpawnWeaponentity(this, weaponentities[slot]);
583                 }
584                 this.alpha = default_player_alpha;
585                 this.colormod = '1 1 1' * autocvar_g_player_brightness;
586                 this.exteriorweaponentity.alpha = default_weapon_alpha;
587
588                 this.speedrunning = false;
589
590                 target_voicescript_clear(this);
591
592                 // reset fields the weapons may use
593                 FOREACH(Weapons, true, LAMBDA(
594                         it.wr_resetplayer(it);
595                         // reload all reloadable weapons
596                         if (it.spawnflags & WEP_FLAG_RELOADABLE) {
597                                 this.weapon_load[it.m_id] = it.reloading_ammo;
598                         }
599                 ));
600
601                 {
602                         string s = spot.target;
603                         spot.target = string_null;
604                         WITH(entity, activator, this, LAMBDA(
605                                 WITH(entity, self, spot, SUB_UseTargets())
606                         ));
607                         spot.target = s;
608                 }
609
610                 Unfreeze(this);
611
612                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
613
614                 if (autocvar_spawn_debug)
615                 {
616                         sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
617                         remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
618                 }
619
620                 this.switchweapon = w_getbestweapon(this);
621                 this.cnt = -1; // W_LastWeapon will not complain
622                 this.weapon = 0;
623                 this.weaponname = "";
624                 this.switchingweapon = 0;
625
626                 if (!warmup_stage && !this.alivetime)
627                         this.alivetime = time;
628
629                 antilag_clear(this);
630         }
631 }
632
633 void ClientInit_misc();
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         // MSG_INIT replacement
644         // TODO: make easier to use
645         Registry_send_all();
646         W_PROP_reload(MSG_ONE, to);
647         ClientInit_misc();
648         MUTATOR_CALLHOOK(Ent_Init);
649 }
650 void ClientInit_misc()
651 {
652         int channel = MSG_ONE;
653         WriteHeader(channel, ENT_CLIENT_INIT);
654         WriteByte(channel, g_nexball_meter_period * 32);
655         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
656         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
657         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
658         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
659         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
660         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
661         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
662         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
663
664         if(sv_foginterval && world.fog != "")
665                 WriteString(channel, world.fog);
666         else
667                 WriteString(channel, "");
668         WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
669         WriteByte(channel, serverflags); // client has to know if it should zoom or not
670         WriteCoord(channel, autocvar_g_trueaim_minrange);
671 }
672
673 void ClientInit_CheckUpdate()
674 {SELFPARAM();
675         self.nextthink = time;
676         if(self.count != autocvar_g_balance_armor_blockpercent)
677         {
678                 self.count = autocvar_g_balance_armor_blockpercent;
679                 self.SendFlags |= 1;
680         }
681 }
682
683 void ClientInit_Spawn()
684 {SELFPARAM();
685
686         entity e = new(clientinit);
687         make_pure(e);
688         e.think = ClientInit_CheckUpdate;
689         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
690
691         WITH(entity, self, e, ClientInit_CheckUpdate());
692 }
693
694 /*
695 =============
696 SetNewParms
697 =============
698 */
699 void SetNewParms ()
700 {
701         // initialize parms for a new player
702         parm1 = -(86400 * 366);
703
704         MUTATOR_CALLHOOK(SetNewParms);
705 }
706
707 /*
708 =============
709 SetChangeParms
710 =============
711 */
712 void SetChangeParms ()
713 {SELFPARAM();
714         // save parms for level change
715         parm1 = self.parm_idlesince - time;
716
717         MUTATOR_CALLHOOK(SetChangeParms);
718 }
719
720 /*
721 =============
722 DecodeLevelParms
723 =============
724 */
725 void DecodeLevelParms ()
726 {SELFPARAM();
727         // load parms
728         self.parm_idlesince = parm1;
729         if(self.parm_idlesince == -(86400 * 366))
730                 self.parm_idlesince = time;
731
732         // whatever happens, allow 60 seconds of idling directly after connect for map loading
733         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
734
735         MUTATOR_CALLHOOK(DecodeLevelParms);
736 }
737
738 /*
739 =============
740 ClientKill
741
742 Called when a client types 'kill' in the console
743 =============
744 */
745
746 .float clientkill_nexttime;
747 void ClientKill_Now_TeamChange()
748 {SELFPARAM();
749         if(self.killindicator_teamchange == -1)
750         {
751                 JoinBestTeam( self, false, true );
752         }
753         else if(self.killindicator_teamchange == -2)
754         {
755                 if(blockSpectators)
756                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
757                 PutObserverInServer();
758         }
759         else
760                 SV_ChangeTeam(self.killindicator_teamchange - 1);
761         self.killindicator_teamchange = 0;
762 }
763
764 void ClientKill_Now()
765 {SELFPARAM();
766         if(self.vehicle)
767         {
768             vehicles_exit(VHEF_RELEASE);
769             if(!self.killindicator_teamchange)
770             {
771             self.vehicle_health = -1;
772             Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
773             }
774         }
775
776         if(self.killindicator && !wasfreed(self.killindicator))
777                 remove(self.killindicator);
778
779         self.killindicator = world;
780
781         if(self.killindicator_teamchange)
782                 ClientKill_Now_TeamChange();
783
784         if(IS_PLAYER(self))
785                 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
786
787         // now I am sure the player IS dead
788 }
789 void KillIndicator_Think()
790 {SELFPARAM();
791         if (gameover)
792         {
793                 self.owner.killindicator = world;
794                 remove(self);
795                 return;
796         }
797
798         if (self.owner.alpha < 0 && !self.owner.vehicle)
799         {
800                 self.owner.killindicator = world;
801                 remove(self);
802                 return;
803         }
804
805         if(self.cnt <= 0)
806         {
807                 WITH(entity, self, self.owner, ClientKill_Now());
808                 return;
809         }
810     else if(g_cts && self.health == 1) // health == 1 means that it's silent
811     {
812         self.nextthink = time + 1;
813         self.cnt -= 1;
814     }
815         else
816         {
817                 if(self.cnt <= 10)
818                         setmodel(self, MDL_NUM(self.cnt));
819                 if(IS_REAL_CLIENT(self.owner))
820                 {
821                         if(self.cnt <= 10)
822                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
823                 }
824                 self.nextthink = time + 1;
825                 self.cnt -= 1;
826         }
827 }
828
829 float clientkilltime;
830 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
831 {SELFPARAM();
832         float killtime;
833         float starttime;
834         entity e;
835
836         if (gameover)
837                 return;
838
839         killtime = autocvar_g_balance_kill_delay;
840
841         if(g_race_qualifying || g_cts)
842                 killtime = 0;
843
844     if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
845         return;
846
847         self.killindicator_teamchange = targetteam;
848
849     if(!self.killindicator)
850         {
851                 if(self.deadflag == DEAD_NO)
852                 {
853                         killtime = max(killtime, self.clientkill_nexttime - time);
854                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
855                 }
856
857                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
858                 {
859                         ClientKill_Now();
860                 }
861                 else
862                 {
863                         starttime = max(time, clientkilltime);
864
865                         self.killindicator = spawn();
866                         self.killindicator.owner = self;
867                         self.killindicator.scale = 0.5;
868                         setattachment(self.killindicator, self, "");
869                         setorigin(self.killindicator, '0 0 52');
870                         self.killindicator.think = KillIndicator_Think;
871                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
872                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
873                         self.killindicator.cnt = ceil(killtime);
874                         self.killindicator.count = bound(0, ceil(killtime), 10);
875                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
876
877                         for(e = world; (e = find(e, classname, "body")) != world; )
878                         {
879                                 if(e.enemy != self)
880                                         continue;
881                                 e.killindicator = spawn();
882                                 e.killindicator.owner = e;
883                                 e.killindicator.scale = 0.5;
884                                 setattachment(e.killindicator, e, "");
885                                 setorigin(e.killindicator, '0 0 52');
886                                 e.killindicator.think = KillIndicator_Think;
887                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
888                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
889                                 e.killindicator.cnt = ceil(killtime);
890                         }
891                         self.lip = 0;
892                 }
893         }
894         if(self.killindicator)
895         {
896                 if(targetteam == 0) // just die
897                 {
898                         self.killindicator.colormod = '0 0 0';
899                         if(IS_REAL_CLIENT(self))
900                         if(self.killindicator.cnt > 0)
901                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
902                 }
903                 else if(targetteam == -1) // auto
904                 {
905                         self.killindicator.colormod = '0 1 0';
906                         if(IS_REAL_CLIENT(self))
907                         if(self.killindicator.cnt > 0)
908                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
909                 }
910                 else if(targetteam == -2) // spectate
911                 {
912                         self.killindicator.colormod = '0.5 0.5 0.5';
913                         if(IS_REAL_CLIENT(self))
914                         if(self.killindicator.cnt > 0)
915                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
916                 }
917                 else
918                 {
919                         self.killindicator.colormod = Team_ColorRGB(targetteam);
920                         if(IS_REAL_CLIENT(self))
921                         if(self.killindicator.cnt > 0)
922                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
923                 }
924         }
925
926 }
927
928 void ClientKill ()
929 {SELFPARAM();
930         if(gameover) return;
931         if(self.player_blocked) return;
932         if(self.frozen) return;
933
934         ClientKill_TeamChange(0);
935 }
936
937 void FixClientCvars(entity e)
938 {
939         // send prediction settings to the client
940         stuffcmd(e, "\nin_bindmap 0 0\n");
941         if(autocvar_g_antilag == 3) // client side hitscan
942                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
943         if(autocvar_sv_gentle)
944                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
945
946         MUTATOR_CALLHOOK(FixClientCvars, e);
947 }
948
949 float PlayerInIDList(entity p, string idlist)
950 {
951         float n, i;
952         string s;
953
954         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
955         if (!p.crypto_idfp)
956                 return 0;
957
958         // this function allows abbreviated player IDs too!
959         n = tokenize_console(idlist);
960         for(i = 0; i < n; ++i)
961         {
962                 s = argv(i);
963                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
964                         return 1;
965         }
966
967         return 0;
968 }
969
970 #ifdef DP_EXT_PRECONNECT
971 /*
972 =============
973 ClientPreConnect
974
975 Called once (not at each match start) when a client begins a connection to the server
976 =============
977 */
978 void ClientPreConnect ()
979 {SELFPARAM();
980         if(autocvar_sv_eventlog)
981         {
982                 GameLogEcho(sprintf(":connect:%d:%d:%s",
983                         self.playerid,
984                         num_for_edict(self),
985                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
986                 ));
987         }
988 }
989 #endif
990
991 /*
992 =============
993 ClientConnect
994
995 Called when a client connects to the server
996 =============
997 */
998 void DecodeLevelParms ();
999 void ClientConnect ()
1000 {SELFPARAM();
1001         float t;
1002
1003         if(IS_CLIENT(self))
1004         {
1005                 LOG_INFO("Warning: ClientConnect, but already connected!\n");
1006                 return;
1007         }
1008
1009         if(Ban_MaybeEnforceBanOnce(self))
1010                 return;
1011
1012         DecodeLevelParms();
1013
1014 #ifdef WATERMARK
1015         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1016 #endif
1017
1018         self.classname = "player_joining";
1019
1020         self.flags = FL_CLIENT;
1021         self.version_nagtime = time + 10 + random() * 10;
1022
1023         if(player_count<0)
1024         {
1025                 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1026                 player_count = 0;
1027         }
1028
1029         // TODO: xonstat elo.txt support, until then just 404s
1030         if(false && IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1031
1032         PlayerScore_Attach(self);
1033         ClientData_Attach();
1034         accuracy_init(self);
1035         Inventory_new(self);
1036
1037         bot_clientconnect();
1038
1039         playerdemo_init();
1040
1041         anticheat_init();
1042
1043         // identify the right forced team
1044         if(autocvar_g_campaign)
1045         {
1046                 if(IS_REAL_CLIENT(self)) // only players, not bots
1047                 {
1048                         switch(autocvar_g_campaign_forceteam)
1049                         {
1050                                 case 1: self.team_forced = NUM_TEAM_1; break;
1051                                 case 2: self.team_forced = NUM_TEAM_2; break;
1052                                 case 3: self.team_forced = NUM_TEAM_3; break;
1053                                 case 4: self.team_forced = NUM_TEAM_4; break;
1054                                 default: self.team_forced = 0;
1055                         }
1056                 }
1057         }
1058         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1059                 self.team_forced = NUM_TEAM_1;
1060         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1061                 self.team_forced = NUM_TEAM_2;
1062         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1063                 self.team_forced = NUM_TEAM_3;
1064         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1065                 self.team_forced = NUM_TEAM_4;
1066         else if(autocvar_g_forced_team_otherwise == "red")
1067                 self.team_forced = NUM_TEAM_1;
1068         else if(autocvar_g_forced_team_otherwise == "blue")
1069                 self.team_forced = NUM_TEAM_2;
1070         else if(autocvar_g_forced_team_otherwise == "yellow")
1071                 self.team_forced = NUM_TEAM_3;
1072         else if(autocvar_g_forced_team_otherwise == "pink")
1073                 self.team_forced = NUM_TEAM_4;
1074         else if(autocvar_g_forced_team_otherwise == "spectate")
1075                 self.team_forced = -1;
1076         else if(autocvar_g_forced_team_otherwise == "spectator")
1077                 self.team_forced = -1;
1078         else
1079                 self.team_forced = 0;
1080
1081         if(!teamplay)
1082                 if(self.team_forced > 0)
1083                         self.team_forced = 0;
1084
1085         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1086
1087         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1088                 self.classname = STR_OBSERVER;
1089         } else {
1090                 if(teamplay)
1091                 {
1092                         if(autocvar_g_balance_teams)
1093                         {
1094                                 self.classname = STR_PLAYER;
1095                                 campaign_bots_may_start = 1;
1096                         }
1097                         else
1098                         {
1099                                 self.classname = STR_OBSERVER; // do it anyway
1100                         }
1101                 }
1102                 else
1103                 {
1104                         self.classname = STR_PLAYER;
1105                         campaign_bots_may_start = 1;
1106                 }
1107         }
1108
1109         self.playerid = (playerid_last = playerid_last + 1);
1110
1111         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1112
1113     if(IS_BOT_CLIENT(self))
1114         PlayerStats_GameReport_AddPlayer(self);
1115
1116         if(autocvar_sv_eventlog)
1117                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1118
1119         LogTeamchange(self.playerid, self.team, 1);
1120
1121         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1122
1123         self.netname_previous = strzone(self.netname);
1124
1125         if(IS_PLAYER(self) && teamplay)
1126                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1127         else
1128                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1129
1130         stuffcmd(self, strcat(clientstuff, "\n"));
1131         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1132
1133         FixClientCvars(self);
1134
1135         // spawnfunc_waypoint sprites
1136         WaypointSprite_InitClient(self);
1137
1138         // Wazat's grappling hook
1139         SetGrappleHookBindings();
1140
1141         // Jetpack binds
1142         stuffcmd(self, "alias +jetpack +button10\n");
1143         stuffcmd(self, "alias -jetpack -button10\n");
1144
1145         // get version info from player
1146         stuffcmd(self, "cmd clientversion $gameversion\n");
1147
1148         // get other cvars from player
1149         GetCvars(0);
1150
1151         // notify about available teams
1152         if(teamplay)
1153         {
1154                 CheckAllowedTeams(self);
1155                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1156                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1157         }
1158         else
1159                 stuffcmd(self, "set _teams_available 0\n");
1160
1161         entcs_attach(self);
1162
1163         bot_relinkplayerlist();
1164
1165         self.spectatortime = time;
1166         if(blockSpectators)
1167         {
1168                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1169         }
1170
1171         self.jointime = time;
1172         self.allowed_timeouts = autocvar_sv_timeout_number;
1173
1174         if(IS_REAL_CLIENT(self))
1175         {
1176                 if(!autocvar_g_campaign)
1177                 {
1178                         self.motd_actived_time = -1;
1179                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1180                 }
1181
1182                 if(g_weaponarena_weapons == WEPSET(TUBA))
1183                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1184         }
1185
1186         if(!sv_foginterval && world.fog != "")
1187                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1188
1189         W_HitPlotOpen(self);
1190
1191         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
1192                 send_CSQC_teamnagger();
1193
1194         CheatInitClient();
1195
1196         CSQCMODEL_AUTOINIT(self);
1197
1198         self.model_randomizer = random();
1199
1200         if(IS_REAL_CLIENT(self))
1201                 sv_notice_join(self);
1202
1203         for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1204                 WITH(entity, self, e, e.init_for_player(this));
1205         }
1206
1207         MUTATOR_CALLHOOK(ClientConnect, self);
1208 }
1209 /*
1210 =============
1211 ClientDisconnect
1212
1213 Called when a client disconnects from the server
1214 =============
1215 */
1216 .entity chatbubbleentity;
1217 void ReadyCount();
1218 void ClientDisconnect ()
1219 {SELFPARAM();
1220         if(self.vehicle)
1221             vehicles_exit(VHEF_RELEASE);
1222
1223         if (!IS_CLIENT(self))
1224         {
1225                 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1226                 return;
1227         }
1228
1229         PlayerStats_GameReport_FinalizePlayer(self);
1230
1231         if ( self.active_minigame )
1232                 part_minigame(self);
1233
1234         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1235
1236         CheatShutdownClient();
1237
1238         W_HitPlotClose(self);
1239
1240         anticheat_report();
1241         anticheat_shutdown();
1242
1243         playerdemo_shutdown();
1244
1245         bot_clientdisconnect();
1246
1247         entcs_detach(self);
1248
1249         if(autocvar_sv_eventlog)
1250                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1251
1252         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1253
1254         MUTATOR_CALLHOOK(ClientDisconnect);
1255
1256         Portal_ClearAll(self);
1257
1258         Unfreeze(self);
1259
1260         RemoveGrapplingHook(self);
1261
1262         // Here, everything has been done that requires this player to be a client.
1263
1264         self.flags &= ~FL_CLIENT;
1265
1266         if (self.chatbubbleentity)
1267                 remove (self.chatbubbleentity);
1268
1269         if (self.killindicator)
1270                 remove (self.killindicator);
1271
1272         WaypointSprite_PlayerGone();
1273
1274         bot_relinkplayerlist();
1275
1276         accuracy_free(self);
1277         Inventory_delete(self);
1278         ClientData_Detach();
1279         PlayerScore_Detach(self);
1280
1281         if(self.netname_previous)
1282                 strunzone(self.netname_previous);
1283         if(self.clientstatus)
1284                 strunzone(self.clientstatus);
1285         if(self.weaponorder_byimpulse)
1286                 strunzone(self.weaponorder_byimpulse);
1287
1288         if(self.personal)
1289                 remove(self.personal);
1290
1291         self.playerid = 0;
1292         ReadyCount();
1293
1294         // free cvars
1295         GetCvars(-1);
1296 }
1297
1298 .float BUTTON_CHAT;
1299 void ChatBubbleThink()
1300 {SELFPARAM();
1301         self.nextthink = time;
1302         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1303         {
1304                 if(self.owner) // but why can that ever be world?
1305                         self.owner.chatbubbleentity = world;
1306                 remove(self);
1307                 return;
1308         }
1309
1310         self.mdl = "";
1311
1312         if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1313         {
1314                 if ( self.owner.active_minigame )
1315                         self.mdl = "models/sprites/minigame_busy.iqm";
1316                 else if ( self.owner.BUTTON_CHAT )
1317                         self.mdl = "models/misc/chatbubble.spr";
1318         }
1319
1320         if ( self.model != self.mdl )
1321                 _setmodel(self, self.mdl);
1322
1323 }
1324
1325 void UpdateChatBubble()
1326 {SELFPARAM();
1327         if (self.alpha < 0)
1328                 return;
1329         // spawn a chatbubble entity if needed
1330         if (!self.chatbubbleentity)
1331         {
1332                 self.chatbubbleentity = new(chatbubbleentity);
1333                 self.chatbubbleentity.owner = self;
1334                 self.chatbubbleentity.exteriormodeltoclient = self;
1335                 self.chatbubbleentity.think = ChatBubbleThink;
1336                 self.chatbubbleentity.nextthink = time;
1337                 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1338                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1339                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1340                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1341                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1342                 //self.chatbubbleentity.model = "";
1343                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1344         }
1345 }
1346
1347
1348 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1349 // added to the model skins
1350 /*void UpdateColorModHack()
1351 {
1352         float c;
1353         c = self.clientcolors & 15;
1354         // LordHavoc: only bothering to support white, green, red, yellow, blue
1355              if (!teamplay) self.colormod = '0 0 0';
1356         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1357         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1358         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1359         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1360         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1361         else self.colormod = '1 1 1';
1362 }*/
1363
1364 void respawn()
1365 {SELFPARAM();
1366         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1367         {
1368                 self.solid = SOLID_NOT;
1369                 self.takedamage = DAMAGE_NO;
1370                 self.movetype = MOVETYPE_FLY;
1371                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1372                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1373                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1374                 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1375                 if(autocvar_g_respawn_ghosts_maxtime)
1376                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1377         }
1378
1379         CopyBody(1);
1380
1381         self.effects |= EF_NODRAW; // prevent another CopyBody
1382         PutClientInServer();
1383 }
1384
1385 void play_countdown(float finished, string samp)
1386 {SELFPARAM();
1387         if(IS_REAL_CLIENT(self))
1388                 if(floor(finished - time - frametime) != floor(finished - time))
1389                         if(finished - time < 6)
1390                                 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1391 }
1392
1393 void player_powerups ()
1394 {SELFPARAM();
1395         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1396         int items_prev = self.items;
1397
1398         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1399                 self.modelflags |= MF_ROCKET;
1400         else
1401                 self.modelflags &= ~MF_ROCKET;
1402
1403         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1404
1405         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1406                 return;
1407
1408         Fire_ApplyDamage(self);
1409         Fire_ApplyEffect(self);
1410
1411         if (!g_instagib)
1412         {
1413                 if (self.items & ITEM_Strength.m_itemid)
1414                 {
1415                         play_countdown(self.strength_finished, SND(POWEROFF));
1416                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1417                         if (time > self.strength_finished)
1418                         {
1419                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1420                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1421                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1422                         }
1423                 }
1424                 else
1425                 {
1426                         if (time < self.strength_finished)
1427                         {
1428                                 self.items = self.items | ITEM_Strength.m_itemid;
1429                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1430                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1431                         }
1432                 }
1433                 if (self.items & ITEM_Shield.m_itemid)
1434                 {
1435                         play_countdown(self.invincible_finished, SND(POWEROFF));
1436                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1437                         if (time > self.invincible_finished)
1438                         {
1439                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1440                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1441                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1442                         }
1443                 }
1444                 else
1445                 {
1446                         if (time < self.invincible_finished)
1447                         {
1448                                 self.items = self.items | ITEM_Shield.m_itemid;
1449                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1450                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1451                         }
1452                 }
1453                 if (self.items & IT_SUPERWEAPON)
1454                 {
1455                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1456                         {
1457                                 self.superweapons_finished = 0;
1458                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1459                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1460                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1461                         }
1462                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1463                         {
1464                                 // don't let them run out
1465                         }
1466                         else
1467                         {
1468                                 play_countdown(self.superweapons_finished, SND(POWEROFF));
1469                                 if (time > self.superweapons_finished)
1470                                 {
1471                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1472                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1473                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1474                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1475                                 }
1476                         }
1477                 }
1478                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1479                 {
1480                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1481                         {
1482                                 self.items = self.items | IT_SUPERWEAPON;
1483                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1484                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1485                         }
1486                         else
1487                         {
1488                                 self.superweapons_finished = 0;
1489                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1490                         }
1491                 }
1492                 else
1493                 {
1494                         self.superweapons_finished = 0;
1495                 }
1496         }
1497
1498         if(autocvar_g_nodepthtestplayers)
1499                 self.effects = self.effects | EF_NODEPTHTEST;
1500
1501         if(autocvar_g_fullbrightplayers)
1502                 self.effects = self.effects | EF_FULLBRIGHT;
1503
1504         if (time >= game_starttime)
1505         if (time < self.spawnshieldtime)
1506                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1507
1508         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1509 }
1510
1511 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1512 {
1513         if(current > stable)
1514                 return current;
1515         else if(current > stable - 0.25) // when close enough, "snap"
1516                 return stable;
1517         else
1518                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1519 }
1520
1521 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1522 {
1523         if(current < stable)
1524                 return current;
1525         else if(current < stable + 0.25) // when close enough, "snap"
1526                 return stable;
1527         else
1528                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1529 }
1530
1531 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1532 {
1533         if(current > rotstable)
1534         {
1535                 if(rotframetime > 0)
1536                 {
1537                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1538                         current = max(rotstable, current - rotlinear * rotframetime);
1539                 }
1540         }
1541         else if(current < regenstable)
1542         {
1543                 if(regenframetime > 0)
1544                 {
1545                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1546                         current = min(regenstable, current + regenlinear * regenframetime);
1547                 }
1548         }
1549
1550         if(current > limit)
1551                 current = limit;
1552
1553         return current;
1554 }
1555
1556 void player_regen ()
1557 {SELFPARAM();
1558         float max_mod, regen_mod, rot_mod, limit_mod;
1559         max_mod = regen_mod = rot_mod = limit_mod = 1;
1560         regen_mod_max = max_mod;
1561         regen_mod_regen = regen_mod;
1562         regen_mod_rot = rot_mod;
1563         regen_mod_limit = limit_mod;
1564
1565         regen_health = autocvar_g_balance_health_regen;
1566         regen_health_linear = autocvar_g_balance_health_regenlinear;
1567         regen_health_rot = autocvar_g_balance_health_rot;
1568         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1569         regen_health_stable = autocvar_g_balance_health_regenstable;
1570         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1571         if(!MUTATOR_CALLHOOK(PlayerRegen))
1572         if(!self.frozen)
1573         {
1574                 float mina, maxa, limith, limita;
1575                 maxa = autocvar_g_balance_armor_rotstable;
1576                 mina = autocvar_g_balance_armor_regenstable;
1577                 limith = autocvar_g_balance_health_limit;
1578                 limita = autocvar_g_balance_armor_limit;
1579
1580                 max_mod = regen_mod_max;
1581                 regen_mod = regen_mod_regen;
1582                 rot_mod = regen_mod_rot;
1583                 limit_mod = regen_mod_limit;
1584
1585                 regen_health_rotstable = regen_health_rotstable * max_mod;
1586                 regen_health_stable = regen_health_stable * max_mod;
1587                 limith = limith * limit_mod;
1588                 limita = limita * limit_mod;
1589
1590                 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);
1591                 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);
1592         }
1593
1594         // if player rotted to death...  die!
1595         // check this outside above checks, as player may still be able to rot to death
1596         if(self.health < 1)
1597         {
1598                 if(self.vehicle)
1599                         vehicles_exit(VHEF_RELEASE);
1600                 if(self.event_damage)
1601                         self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1602         }
1603
1604         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1605         {
1606                 float minf, maxf, limitf;
1607
1608                 maxf = autocvar_g_balance_fuel_rotstable;
1609                 minf = autocvar_g_balance_fuel_regenstable;
1610                 limitf = autocvar_g_balance_fuel_limit;
1611
1612                 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);
1613         }
1614 }
1615
1616 float zoomstate_set;
1617 void SetZoomState(float z)
1618 {SELFPARAM();
1619         if(z != self.zoomstate)
1620         {
1621                 self.zoomstate = z;
1622                 ClientData_Touch(self);
1623         }
1624         zoomstate_set = 1;
1625 }
1626
1627 void GetPressedKeys()
1628 {
1629         SELFPARAM();
1630         MUTATOR_CALLHOOK(GetPressedKeys);
1631         int keys = this.pressedkeys;
1632         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1633         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1634         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1635         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1636
1637         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1638         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1639         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1640         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1641         this.pressedkeys = keys;
1642 }
1643
1644 /*
1645 ======================
1646 spectate mode routines
1647 ======================
1648 */
1649
1650 void SpectateCopy(entity this, entity spectatee)
1651 {
1652         MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1653         self.armortype = spectatee.armortype;
1654         self.armorvalue = spectatee.armorvalue;
1655         self.ammo_cells = spectatee.ammo_cells;
1656         self.ammo_plasma = spectatee.ammo_plasma;
1657         self.ammo_shells = spectatee.ammo_shells;
1658         self.ammo_nails = spectatee.ammo_nails;
1659         self.ammo_rockets = spectatee.ammo_rockets;
1660         self.ammo_fuel = spectatee.ammo_fuel;
1661         self.clip_load = spectatee.clip_load;
1662         self.clip_size = spectatee.clip_size;
1663         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1664         self.health = spectatee.health;
1665         self.impulse = 0;
1666         self.items = spectatee.items;
1667         self.last_pickup = spectatee.last_pickup;
1668         self.hit_time = spectatee.hit_time;
1669         self.strength_finished = spectatee.strength_finished;
1670         self.invincible_finished = spectatee.invincible_finished;
1671         self.pressedkeys = spectatee.pressedkeys;
1672         self.weapons = spectatee.weapons;
1673         self.switchweapon = spectatee.switchweapon;
1674         self.switchingweapon = spectatee.switchingweapon;
1675         self.weapon = spectatee.weapon;
1676         self.vortex_charge = spectatee.vortex_charge;
1677         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1678         self.hagar_load = spectatee.hagar_load;
1679         self.arc_heat_percent = spectatee.arc_heat_percent;
1680         self.minelayer_mines = spectatee.minelayer_mines;
1681         self.punchangle = spectatee.punchangle;
1682         self.view_ofs = spectatee.view_ofs;
1683         self.velocity = spectatee.velocity;
1684         self.dmg_take = spectatee.dmg_take;
1685         self.dmg_save = spectatee.dmg_save;
1686         self.dmg_inflictor = spectatee.dmg_inflictor;
1687         self.v_angle = spectatee.v_angle;
1688         self.angles = spectatee.v_angle;
1689         self.frozen = spectatee.frozen;
1690         self.revive_progress = spectatee.revive_progress;
1691         if(!self.BUTTON_USE)
1692                 self.fixangle = true;
1693         setorigin(self, spectatee.origin);
1694         setsize(self, spectatee.mins, spectatee.maxs);
1695         SetZoomState(spectatee.zoomstate);
1696
1697     anticheat_spectatecopy(spectatee);
1698         self.hud = spectatee.hud;
1699         if(spectatee.vehicle)
1700     {
1701         self.fixangle = false;
1702         //self.velocity = spectatee.vehicle.velocity;
1703         self.vehicle_health = spectatee.vehicle_health;
1704         self.vehicle_shield = spectatee.vehicle_shield;
1705         self.vehicle_energy = spectatee.vehicle_energy;
1706         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1707         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1708         self.vehicle_reload1 = spectatee.vehicle_reload1;
1709         self.vehicle_reload2 = spectatee.vehicle_reload2;
1710
1711         msg_entity = self;
1712
1713         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1714             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1715             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1716             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1717
1718         //WriteByte (MSG_ONE, SVC_SETVIEW);
1719         //    WriteEntity(MSG_ONE, self);
1720         //makevectors(spectatee.v_angle);
1721         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1722     }
1723 }
1724
1725 bool SpectateUpdate()
1726 {SELFPARAM();
1727         if(!self.enemy)
1728             return false;
1729
1730         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1731         {
1732                 SetSpectatee(self, NULL);
1733                 return false;
1734         }
1735
1736         SpectateCopy(this, this.enemy);
1737
1738         return true;
1739 }
1740
1741 bool SpectateSet()
1742 {SELFPARAM();
1743         if(!IS_PLAYER(self.enemy))
1744                 return false;
1745
1746         msg_entity = self;
1747         WriteByte(MSG_ONE, SVC_SETVIEW);
1748         WriteEntity(MSG_ONE, self.enemy);
1749         self.movetype = MOVETYPE_NONE;
1750         accuracy_resend(self);
1751
1752         if(!SpectateUpdate())
1753                 PutObserverInServer();
1754
1755         return true;
1756 }
1757
1758 void SetSpectatee(entity player, entity spectatee)
1759 {
1760         entity old_spectatee = player.enemy;
1761
1762         player.enemy = spectatee;
1763
1764         // WEAPONTODO
1765         // these are required to fix the spectator bug with arc
1766         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1767         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1768 }
1769
1770 bool Spectate(entity pl)
1771 {SELFPARAM();
1772         if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1773                 return false;
1774         pl = spec_player;
1775
1776         SetSpectatee(self, pl);
1777         return SpectateSet();
1778 }
1779
1780 bool SpectateNext()
1781 {SELFPARAM();
1782         other = find(self.enemy, classname, "player");
1783
1784         if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1785                 other = spec_player;
1786         else if (!other)
1787                 other = find(other, classname, "player");
1788
1789         if(other) { SetSpectatee(self, other); }
1790
1791         return SpectateSet();
1792 }
1793
1794 bool SpectatePrev()
1795 {SELFPARAM();
1796         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1797         other = findchain(classname, "player");
1798         if (!other) // no player
1799                 return false;
1800
1801         entity first = other;
1802         // skip players until current spectated player
1803         if(self.enemy)
1804         while(other && other != self.enemy)
1805                 other = other.chain;
1806
1807         switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1808         {
1809                 case MUT_SPECPREV_FOUND:
1810                     other = spec_player;
1811                     break;
1812                 case MUT_SPECPREV_RETURN:
1813                     other = spec_player;
1814                     return true;
1815                 case MUT_SPECPREV_CONTINUE:
1816                 default:
1817                 {
1818                         if(other.chain)
1819                                 other = other.chain;
1820                         else
1821                                 other = first;
1822                         break;
1823                 }
1824         }
1825
1826         SetSpectatee(self, other);
1827         return SpectateSet();
1828 }
1829
1830 /*
1831 =============
1832 ShowRespawnCountdown()
1833
1834 Update a respawn countdown display.
1835 =============
1836 */
1837 void ShowRespawnCountdown()
1838 {SELFPARAM();
1839         float number;
1840         if(self.deadflag == DEAD_NO) // just respawned?
1841                 return;
1842         else
1843         {
1844                 number = ceil(self.respawn_time - time);
1845                 if(number <= 0)
1846                         return;
1847                 if(number <= self.respawn_countdown)
1848                 {
1849                         self.respawn_countdown = number - 1;
1850                         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
1851                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1852                 }
1853         }
1854 }
1855
1856 void LeaveSpectatorMode()
1857 {SELFPARAM();
1858         if(self.caplayer)
1859                 return;
1860         if(nJoinAllowed(self))
1861         {
1862                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1863                 {
1864                         self.classname = STR_PLAYER;
1865
1866                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1867                                 { JoinBestTeam(self, false, true); }
1868
1869                         if(autocvar_g_campaign)
1870                                 { campaign_bots_may_start = 1; }
1871
1872                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1873
1874                         PutClientInServer();
1875
1876                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1877                 }
1878                 else
1879                         stuffcmd(self, "menu_showteamselect\n");
1880         }
1881         else
1882         {
1883                 // Player may not join because g_maxplayers is set
1884                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1885         }
1886 }
1887
1888 /**
1889  * Determines whether the player is allowed to join. This depends on cvar
1890  * g_maxplayers, if it isn't used this function always return true, otherwise
1891  * it checks whether the number of currently playing players exceeds g_maxplayers.
1892  * @return int number of free slots for players, 0 if none
1893  */
1894 float nJoinAllowed(entity ignore)
1895 {SELFPARAM();
1896         if(!ignore)
1897         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1898         // so report 0 free slots if restricted
1899         {
1900                 if(autocvar_g_forced_team_otherwise == "spectate")
1901                         return 0;
1902                 if(autocvar_g_forced_team_otherwise == "spectator")
1903                         return 0;
1904         }
1905
1906         if(self.team_forced < 0)
1907                 return 0; // forced spectators can never join
1908
1909         // TODO simplify this
1910         entity e;
1911         float totalClients = 0;
1912         FOR_EACH_CLIENT(e)
1913                 if(e != ignore)
1914                         totalClients += 1;
1915
1916         if (!autocvar_g_maxplayers)
1917                 return maxclients - totalClients;
1918
1919         float currentlyPlaying = 0;
1920         FOR_EACH_REALCLIENT(e)
1921                 if(IS_PLAYER(e) || e.caplayer)
1922                         currentlyPlaying += 1;
1923
1924         if(currentlyPlaying < autocvar_g_maxplayers)
1925                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1926
1927         return 0;
1928 }
1929
1930 /**
1931  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1932  * g_maxplayers_spectator_blocktime seconds
1933  */
1934 void checkSpectatorBlock()
1935 {SELFPARAM();
1936         if(IS_SPEC(self) || IS_OBSERVER(self))
1937         if(!self.caplayer)
1938         if(IS_REAL_CLIENT(self))
1939         {
1940                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1941                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1942                         dropclient(self);
1943                 }
1944         }
1945 }
1946
1947 void PrintWelcomeMessage()
1948 {SELFPARAM();
1949         if(self.motd_actived_time == 0)
1950         {
1951                 if (autocvar_g_campaign) {
1952                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1953                                 self.motd_actived_time = time;
1954                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1955                         }
1956                 } else {
1957                         if (self.BUTTON_INFO) {
1958                                 self.motd_actived_time = time;
1959                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1960                         }
1961                 }
1962         }
1963         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1964         {
1965                 if (autocvar_g_campaign) {
1966                         if (self.BUTTON_INFO)
1967                                 self.motd_actived_time = time;
1968                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1969                                 self.motd_actived_time = 0;
1970                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1971                         }
1972                 } else {
1973                         if (self.BUTTON_INFO)
1974                                 self.motd_actived_time = time;
1975                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1976                                 self.motd_actived_time = 0;
1977                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1978                         }
1979                 }
1980         }
1981         else //if(self.motd_actived_time < 0) // just connected, motd is active
1982         {
1983                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
1984                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1985                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1986                 {
1987                         // instanctly hide MOTD
1988                         self.motd_actived_time = 0;
1989                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1990                 }
1991         }
1992 }
1993
1994 void ObserverThink()
1995 {SELFPARAM();
1996         if ( self.impulse )
1997         {
1998                 MinigameImpulse(self, self.impulse);
1999                 self.impulse = 0;
2000         }
2001         float prefered_movetype;
2002         if (self.flags & FL_JUMPRELEASED) {
2003                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2004                         self.flags &= ~FL_JUMPRELEASED;
2005                         self.flags |= FL_SPAWNING;
2006                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2007                         self.flags &= ~FL_JUMPRELEASED;
2008                         if(SpectateNext()) {
2009                                 self.classname = STR_SPECTATOR;
2010                         }
2011                 } else {
2012                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2013                         if (self.movetype != prefered_movetype)
2014                                 self.movetype = prefered_movetype;
2015                 }
2016         } else {
2017                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2018                         self.flags |= FL_JUMPRELEASED;
2019                         if(self.flags & FL_SPAWNING)
2020                         {
2021                                 self.flags &= ~FL_SPAWNING;
2022                                 LeaveSpectatorMode();
2023                                 return;
2024                         }
2025                 }
2026         }
2027 }
2028
2029 void SpectatorThink()
2030 {SELFPARAM();
2031         if ( self.impulse )
2032         {
2033                 if(MinigameImpulse(self, self.impulse))
2034                         self.impulse = 0;
2035         }
2036         if (self.flags & FL_JUMPRELEASED) {
2037                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2038                         self.flags &= ~FL_JUMPRELEASED;
2039                         self.flags |= FL_SPAWNING;
2040                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2041                         self.flags &= ~FL_JUMPRELEASED;
2042                         if(SpectateNext()) {
2043                                 self.classname = STR_SPECTATOR;
2044                         } else {
2045                                 self.classname = STR_OBSERVER;
2046                                 PutClientInServer();
2047                         }
2048                         self.impulse = 0;
2049                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2050                         self.flags &= ~FL_JUMPRELEASED;
2051                         if(SpectatePrev()) {
2052                                 self.classname = STR_SPECTATOR;
2053                         } else {
2054                                 self.classname = STR_OBSERVER;
2055                                 PutClientInServer();
2056                         }
2057                         self.impulse = 0;
2058                 } else if (self.BUTTON_ATCK2) {
2059                         self.flags &= ~FL_JUMPRELEASED;
2060                         self.classname = STR_OBSERVER;
2061                         PutClientInServer();
2062                 } else {
2063                         if(!SpectateUpdate())
2064                                 PutObserverInServer();
2065                 }
2066         } else {
2067                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2068                         self.flags |= FL_JUMPRELEASED;
2069                         if(self.flags & FL_SPAWNING)
2070                         {
2071                                 self.flags &= ~FL_SPAWNING;
2072                                 LeaveSpectatorMode();
2073                                 return;
2074                         }
2075                 }
2076                 if(!SpectateUpdate())
2077                         PutObserverInServer();
2078         }
2079
2080         self.flags |= FL_CLIENT | FL_NOTARGET;
2081 }
2082
2083 void vehicles_enter (entity pl, entity veh);
2084 void PlayerUseKey()
2085 {SELFPARAM();
2086         if (!IS_PLAYER(self))
2087                 return;
2088
2089         if(self.vehicle)
2090         {
2091                 if(!gameover)
2092                 {
2093                         vehicles_exit(VHEF_NORMAL);
2094                         return;
2095                 }
2096         }
2097         else if(autocvar_g_vehicles_enter)
2098         {
2099                 if(!self.frozen)
2100                 if(self.deadflag == DEAD_NO)
2101                 if(!gameover)
2102                 {
2103                         entity head, closest_target = world;
2104                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2105
2106                         while(head) // find the closest acceptable target to enter
2107                         {
2108                                 if(head.vehicle_flags & VHF_ISVEHICLE)
2109                                 if(head.deadflag == DEAD_NO)
2110                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2111                                 if(head.takedamage != DAMAGE_NO)
2112                                 {
2113                                         if(closest_target)
2114                                         {
2115                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2116                                                 { closest_target = head; }
2117                                         }
2118                                         else { closest_target = head; }
2119                                 }
2120
2121                                 head = head.chain;
2122                         }
2123
2124                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2125                 }
2126         }
2127
2128         // a use key was pressed; call handlers
2129         MUTATOR_CALLHOOK(PlayerUseKey);
2130 }
2131
2132
2133 /*
2134 =============
2135 PlayerPreThink
2136
2137 Called every frame for each client before the physics are run
2138 =============
2139 */
2140 .float usekeypressed;
2141 void() nexball_setstatus;
2142 .float last_vehiclecheck;
2143 .int items_added;
2144 void PlayerPreThink ()
2145 {SELFPARAM();
2146         WarpZone_PlayerPhysics_FixVAngle();
2147
2148         self.stat_game_starttime = game_starttime;
2149         self.stat_round_starttime = round_starttime;
2150         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2151         self.stat_leadlimit = autocvar_leadlimit;
2152
2153         self.weaponsinmap = weaponsInMap;
2154
2155         if(frametime)
2156         {
2157                 // physics frames: update anticheat stuff
2158                 anticheat_prethink();
2159         }
2160
2161         if(blockSpectators && frametime)
2162                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2163                 checkSpectatorBlock();
2164
2165         zoomstate_set = 0;
2166
2167         // Savage: Check for nameless players
2168         if (isInvisibleString(self.netname)) {
2169                 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2170                 if(autocvar_sv_eventlog)
2171                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2172                 if(self.netname_previous)
2173                         strunzone(self.netname_previous);
2174                 self.netname_previous = strzone(new_name);
2175                 self.netname = self.netname_previous;
2176                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2177         } else if(self.netname_previous != self.netname) {
2178                 if(autocvar_sv_eventlog)
2179                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2180                 if(self.netname_previous)
2181                         strunzone(self.netname_previous);
2182                 self.netname_previous = strzone(self.netname);
2183         }
2184
2185         // version nagging
2186         if(self.version_nagtime)
2187                 if(self.cvar_g_xonoticversion)
2188                         if(time > self.version_nagtime)
2189                         {
2190                                 // don't notify git users
2191                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2192                                 {
2193                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2194                                         {
2195                                                 // notify release users if connecting to git
2196                                                 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");
2197                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2198                                         }
2199                                         else
2200                                         {
2201                                                 float r;
2202                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2203                                                 if(r < 0)
2204                                                 {
2205                                                         // give users new version
2206                                                         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");
2207                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2208                                                 }
2209                                                 else if(r > 0)
2210                                                 {
2211                                                         // notify users about old server version
2212                                                         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");
2213                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2214                                                 }
2215                                         }
2216                                 }
2217                                 self.version_nagtime = 0;
2218                         }
2219
2220         // GOD MODE info
2221         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2222         {
2223                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2224                 self.max_armorvalue = 0;
2225         }
2226
2227         if(self.frozen == 2)
2228         {
2229                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2230                 self.health = max(1, self.revive_progress * start_health);
2231                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2232
2233                 if(self.revive_progress >= 1)
2234                         Unfreeze(self);
2235         }
2236         else if(self.frozen == 3)
2237         {
2238                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2239                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2240
2241                 if(self.health < 1)
2242                 {
2243                         if(self.vehicle)
2244                                 vehicles_exit(VHEF_RELEASE);
2245                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2246                 }
2247                 else if ( self.revive_progress <= 0 )
2248                         Unfreeze(self);
2249         }
2250
2251         MUTATOR_CALLHOOK(PlayerPreThink);
2252
2253         if(autocvar_g_vehicles_enter)
2254         if(time > self.last_vehiclecheck)
2255         if(IS_PLAYER(self))
2256         if(!gameover)
2257         if(!self.frozen)
2258         if(!self.vehicle)
2259         if(self.deadflag == DEAD_NO)
2260         {
2261                 entity veh;
2262                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2263                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2264                 if(veh.deadflag == DEAD_NO)
2265                 if(veh.takedamage != DAMAGE_NO)
2266                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2267                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2268                 else if(!veh.owner)
2269                 if(!veh.team || SAME_TEAM(self, veh))
2270                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2271                 else if(autocvar_g_vehicles_steal)
2272                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2273
2274                 self.last_vehiclecheck = time + 1;
2275         }
2276
2277         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2278         {
2279                 if(self.BUTTON_USE && !self.usekeypressed)
2280                         PlayerUseKey();
2281                 self.usekeypressed = self.BUTTON_USE;
2282         }
2283
2284         if(IS_REAL_CLIENT(self))
2285                 PrintWelcomeMessage();
2286
2287         if(IS_PLAYER(self))
2288         {
2289
2290                 CheckRules_Player();
2291
2292                 if (intermission_running)
2293                 {
2294                         IntermissionThink ();   // otherwise a button could be missed between
2295                         return;                                 // the think tics
2296                 }
2297
2298                 //don't allow the player to turn around while game is paused!
2299                 if(timeout_status == TIMEOUT_ACTIVE) {
2300                         // FIXME turn this into CSQC stuff
2301                         self.v_angle = self.lastV_angle;
2302                         self.angles = self.lastV_angle;
2303                         self.fixangle = true;
2304                 }
2305
2306                 if(frametime)
2307                 {
2308                         player_powerups();
2309                 }
2310
2311                 if (self.deadflag != DEAD_NO)
2312                 {
2313                         if(self.personal && g_race_qualifying)
2314                         {
2315                                 if(time > self.respawn_time)
2316                                 {
2317                                         self.respawn_time = time + 1; // only retry once a second
2318                                         self.stat_respawn_time = self.respawn_time;
2319                                         respawn();
2320                                         self.impulse = 141;
2321                                 }
2322                         }
2323                         else
2324                         {
2325                                 float button_pressed;
2326                                 if(frametime)
2327                                         player_anim();
2328                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2329
2330                                 if (self.deadflag == DEAD_DYING)
2331                                 {
2332                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2333                                                 self.deadflag = DEAD_RESPAWNING;
2334                                         else if(!button_pressed)
2335                                                 self.deadflag = DEAD_DEAD;
2336                                 }
2337                                 else if (self.deadflag == DEAD_DEAD)
2338                                 {
2339                                         if(button_pressed)
2340                                                 self.deadflag = DEAD_RESPAWNABLE;
2341                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2342                                                 self.deadflag = DEAD_RESPAWNING;
2343                                 }
2344                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2345                                 {
2346                                         if(!button_pressed)
2347                                                 self.deadflag = DEAD_RESPAWNING;
2348                                 }
2349                                 else if (self.deadflag == DEAD_RESPAWNING)
2350                                 {
2351                                         if(time > self.respawn_time)
2352                                         {
2353                                                 self.respawn_time = time + 1; // only retry once a second
2354                                                 self.respawn_time_max = self.respawn_time;
2355                                                 respawn();
2356                                         }
2357                                 }
2358
2359                                 ShowRespawnCountdown();
2360
2361                                 if(self.respawn_flags & RESPAWN_SILENT)
2362                                         self.stat_respawn_time = 0;
2363                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2364                                         self.stat_respawn_time = self.respawn_time_max;
2365                                 else
2366                                         self.stat_respawn_time = self.respawn_time;
2367                         }
2368
2369                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2370                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2371                                 self.stat_respawn_time *= -1;
2372
2373                         return;
2374                 }
2375
2376                 self.prevorigin = self.origin;
2377
2378                 float do_crouch = self.BUTTON_CROUCH;
2379                 if(self.hook.state)
2380                         do_crouch = 0;
2381                 if(self.vehicle)
2382                         do_crouch = 0;
2383                 if(self.frozen)
2384                         do_crouch = 0;
2385
2386                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2387                 // It cannot be predicted by the engine!
2388                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2389                 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2390                         do_crouch = 0;
2391
2392                 if (do_crouch)
2393                 {
2394                         if (!self.crouch)
2395                         {
2396                                 self.crouch = true;
2397                                 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2398                                 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2399                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2400                         }
2401                 }
2402                 else
2403                 {
2404                         if (self.crouch)
2405                         {
2406                                 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2407                                 if (!trace_startsolid)
2408                                 {
2409                                         self.crouch = false;
2410                                         self.view_ofs = STAT(PL_VIEW_OFS, self);
2411                                         setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2412                                 }
2413                         }
2414                 }
2415
2416                 FixPlayermodel(self);
2417
2418                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2419                 //if(frametime)
2420                 {
2421                         self.items &= ~self.items_added;
2422
2423                         W_WeaponFrame(self);
2424
2425                         self.items_added = 0;
2426                         if(self.items & ITEM_Jetpack.m_itemid)
2427                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2428                                         self.items_added |= IT_FUEL;
2429
2430                         self.items |= self.items_added;
2431                 }
2432
2433                 player_regen();
2434
2435                 // WEAPONTODO: Add a weapon request for this
2436                 // rot vortex charge to the charge limit
2437                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2438                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2439
2440                 if(frametime)
2441                         player_anim();
2442
2443                 // secret status
2444                 secrets_setstatus();
2445
2446                 // monsters status
2447                 monsters_setstatus();
2448
2449                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2450
2451                 //self.angles_y=self.v_angle_y + 90;   // temp
2452         } else if(gameover) {
2453                 if (intermission_running)
2454                         IntermissionThink ();   // otherwise a button could be missed between
2455                 return;
2456         } else if(IS_OBSERVER(self)) {
2457                 ObserverThink();
2458         } else if(IS_SPEC(self)) {
2459                 SpectatorThink();
2460         }
2461
2462         // WEAPONTODO: Add weapon request for this
2463         if(!zoomstate_set)
2464                 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
2465
2466         float oldspectatee_status;
2467         oldspectatee_status = self.spectatee_status;
2468         if(IS_SPEC(self))
2469                 self.spectatee_status = num_for_edict(self.enemy);
2470         else if(IS_OBSERVER(self))
2471                 self.spectatee_status = num_for_edict(self);
2472         else
2473                 self.spectatee_status = 0;
2474         if(self.spectatee_status != oldspectatee_status)
2475         {
2476                 ClientData_Touch(self);
2477                 if(g_race || g_cts)
2478                         race_InitSpectator();
2479         }
2480
2481         if(self.teamkill_soundtime)
2482         if(time > self.teamkill_soundtime)
2483         {
2484                 self.teamkill_soundtime = 0;
2485
2486                 entity e = self.teamkill_soundsource;
2487                 entity oldpusher = e.pusher;
2488                 e.pusher = this;
2489                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2490                 e.pusher = oldpusher;
2491         }
2492
2493         if(self.taunt_soundtime)
2494         if(time > self.taunt_soundtime)
2495         {
2496                 self.taunt_soundtime = 0;
2497                 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2498         }
2499
2500         target_voicescript_next(self);
2501
2502         // WEAPONTODO: Move into weaponsystem somehow
2503         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2504         if(!self.weapon)
2505                 self.clip_load = self.clip_size = 0;
2506 }
2507
2508 void DrownPlayer(entity this)
2509 {
2510         if(this.deadflag != DEAD_NO)
2511                 return;
2512
2513         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2514         {
2515                 if(this.air_finished < time)
2516                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2517                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2518                 this.dmg = 2;
2519         }
2520         else if (this.air_finished < time)
2521         {       // drown!
2522                 if (this.pain_finished < time)
2523                 {
2524                         Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2525                         this.pain_finished = time + 0.5;
2526                 }
2527         }
2528 }
2529
2530 /*
2531 =============
2532 PlayerPostThink
2533
2534 Called every frame for each client after the physics are run
2535 =============
2536 */
2537 .float idlekick_lasttimeleft;
2538 void PlayerPostThink ()
2539 {SELFPARAM();
2540         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2541         if(IS_REAL_CLIENT(self))
2542         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2543         {
2544                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2545                 {
2546                         if(self.idlekick_lasttimeleft)
2547                         {
2548                                 self.idlekick_lasttimeleft = 0;
2549                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2550                         }
2551                 }
2552                 else
2553                 {
2554                         float timeleft;
2555                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2556                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2557                         {
2558                                 if(!self.idlekick_lasttimeleft)
2559                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2560                         }
2561                         if(timeleft <= 0)
2562                         {
2563                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2564                                 dropclient(self);
2565                                 return;
2566                         }
2567                         else if(timeleft <= 10)
2568                         {
2569                                 if(timeleft != self.idlekick_lasttimeleft)
2570                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2571                                 self.idlekick_lasttimeleft = timeleft;
2572                         }
2573                 }
2574         }
2575
2576         CheatFrame();
2577
2578         //CheckPlayerJump();
2579
2580         if(IS_PLAYER(self)) {
2581                 DrownPlayer(self);
2582                 CheckRules_Player();
2583                 UpdateChatBubble();
2584                 if (self.impulse)
2585                         ImpulseCommands(self);
2586                 if (intermission_running)
2587                         return;         // intermission or finale
2588                 GetPressedKeys();
2589         }
2590
2591         /*
2592         float i;
2593         for(i = 0; i < 1000; ++i)
2594         {
2595                 vector end;
2596                 end = self.origin + '0 0 1024' + 512 * randomvec();
2597                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2598                 if(trace_fraction < 1)
2599                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2600                 {
2601                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2602                         break;
2603                 }
2604         }
2605         */
2606
2607         if(self.waypointsprite_attachedforcarrier)
2608                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2609
2610         playerdemo_write();
2611
2612         CSQCMODEL_AUTOUPDATE(self);
2613 }