]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'Mario/despawn_effects'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 void send_CSQC_teamnagger() {
2         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
3         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
4 }
5
6 float ClientData_Send(entity to, float sf)
7 {
8         if(to != self.owner)
9         {
10                 error("wtf");
11                 return FALSE;
12         }
13
14         entity e;
15
16         e = to;
17         if(IS_SPEC(to))
18                 e = to.enemy;
19
20         sf = 0;
21
22         if(e.race_completed)
23                 sf |= 1; // forced scoreboard
24         if(to.spectatee_status)
25                 sf |= 2; // spectator ent number follows
26         if(e.zoomstate)
27                 sf |= 4; // zoomed
28         if(e.porto_v_angle_held)
29                 sf |= 8; // angles held
30
31         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
32         WriteByte(MSG_ENTITY, sf);
33
34         if(sf & 2)
35                 WriteByte(MSG_ENTITY, to.spectatee_status);
36
37         if(sf & 8)
38         {
39                 WriteAngle(MSG_ENTITY, e.v_angle_x);
40                 WriteAngle(MSG_ENTITY, e.v_angle_y);
41         }
42
43         return TRUE;
44 }
45
46 void ClientData_Attach()
47 {
48         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
49         self.clientdata.drawonlytoclient = self;
50         self.clientdata.owner = self;
51 }
52
53 void ClientData_Detach()
54 {
55         remove(self.clientdata);
56         self.clientdata = world;
57 }
58
59 void ClientData_Touch(entity e)
60 {
61         e.clientdata.SendFlags = 1;
62
63         // make it spectatable
64         entity e2;
65         FOR_EACH_REALCLIENT(e2)
66         {
67                 if(e2 != e)
68                         if(IS_SPEC(e2))
69                                 if(e2.enemy == e)
70                                         e2.clientdata.SendFlags = 1;
71         }
72 }
73
74 .string netname_previous;
75
76
77 /*
78 =============
79 CheckPlayerModel
80
81 Checks if the argument string can be a valid playermodel.
82 Returns a valid one in doubt.
83 =============
84 */
85 string FallbackPlayerModel;
86 string CheckPlayerModel(string plyermodel) {
87         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
88         {
89                 // note: we cannot summon Don Strunzone here, some player may
90                 // still have the model string set. In case anyone manages how
91                 // to change a cvar default, we'll have a small leak here.
92                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
93         }
94         // only in right path
95         if( substring(plyermodel,0,14) != "models/player/")
96                 return FallbackPlayerModel;
97         // only good file extensions
98         if(substring(plyermodel,-4,4) != ".zym")
99         if(substring(plyermodel,-4,4) != ".dpm")
100         if(substring(plyermodel,-4,4) != ".iqm")
101         if(substring(plyermodel,-4,4) != ".md3")
102         if(substring(plyermodel,-4,4) != ".psk")
103                 return FallbackPlayerModel;
104         // forbid the LOD models
105         if(substring(plyermodel, -9,5) == "_lod1")
106                 return FallbackPlayerModel;
107         if(substring(plyermodel, -9,5) == "_lod2")
108                 return FallbackPlayerModel;
109         if(plyermodel != strtolower(plyermodel))
110                 return FallbackPlayerModel;
111         // also, restrict to server models
112         if(autocvar_sv_servermodelsonly)
113         {
114                 if(!fexists(plyermodel))
115                         return FallbackPlayerModel;
116         }
117         return plyermodel;
118 }
119
120 void setplayermodel(entity e, string modelname)
121 {
122         precache_model(modelname);
123         setmodel(e, modelname);
124         player_setupanimsformodel();
125         UpdatePlayerSounds();
126 }
127
128 /*
129 =============
130 PutObserverInServer
131
132 putting a client as observer in the server
133 =============
134 */
135 void FixPlayermodel();
136 void PutObserverInServer (void)
137 {
138         entity  spot;
139     self.hud = HUD_NORMAL;
140
141         spot = SelectSpawnPoint (TRUE);
142         if(!spot)
143                 error("No spawnpoints for observers?!?\n");
144         RemoveGrapplingHook(self); // Wazat's Grappling Hook
145
146         if(IS_REAL_CLIENT(self))
147         {
148                 msg_entity = self;
149                 WriteByte(MSG_ONE, SVC_SETVIEW);
150                 WriteEntity(MSG_ONE, self);
151         }
152
153         self.frags = FRAGS_SPECTATOR;
154
155         MUTATOR_CALLHOOK(MakePlayerObserver);
156
157         Portal_ClearAll(self);
158
159         Unfreeze(self);
160
161         if(self.alivetime)
162         {
163                 if(!warmup_stage)
164                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
165                 self.alivetime = 0;
166         }
167
168         if(self.vehicle)
169                 vehicles_exit(VHEF_RELESE);
170
171         WaypointSprite_PlayerDead();
172
173         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
174                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
175
176         if(self.killcount != -666)
177         {
178                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
179                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
180                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
181
182                 if(self.just_joined == FALSE) {
183                         LogTeamchange(self.playerid, -1, 4);
184                 } else
185                         self.just_joined = FALSE;
186         }
187
188         PlayerScore_Clear(self); // clear scores when needed
189
190         accuracy_resend(self);
191
192         self.spectatortime = time;
193
194         self.classname = "observer";
195         self.iscreature = FALSE;
196         self.teleportable = TELEPORT_SIMPLE;
197         self.damagedbycontents = FALSE;
198         self.health = -666;
199         self.takedamage = DAMAGE_NO;
200         self.solid = SOLID_NOT;
201         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
202         self.flags = FL_CLIENT | FL_NOTARGET;
203         self.armorvalue = 666;
204         self.effects = 0;
205         self.armorvalue = autocvar_g_balance_armor_start;
206         self.pauserotarmor_finished = 0;
207         self.pauserothealth_finished = 0;
208         self.pauseregen_finished = 0;
209         self.damageforcescale = 0;
210         self.death_time = 0;
211         self.respawn_flags = 0;
212         self.respawn_time = 0;
213         self.stat_respawn_time = 0;
214         self.alpha = 0;
215         self.scale = 0;
216         self.fade_time = 0;
217         self.pain_frame = 0;
218         self.pain_finished = 0;
219         self.strength_finished = 0;
220         self.invincible_finished = 0;
221         self.superweapons_finished = 0;
222         self.pushltime = 0;
223         self.istypefrag = 0;
224         self.think = func_null;
225         self.nextthink = 0;
226         self.hook_time = 0;
227         self.deadflag = DEAD_NO;
228         self.angles = spot.angles;
229         self.angles_z = 0;
230         self.fixangle = TRUE;
231         self.crouch = FALSE;
232         self.revival_time = 0;
233
234         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
235         self.prevorigin = self.origin;
236         self.items = 0;
237         self.weapons = '0 0 0';
238         self.model = "";
239         FixPlayermodel();
240         setmodel(self, "null");
241         self.drawonlytoclient = self;
242
243         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
244         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
245
246         self.weapon = 0;
247         self.weaponname = "";
248         self.switchingweapon = 0;
249         self.weaponmodel = "";
250         self.weaponentity = world;
251         self.exteriorweaponentity = world;
252         self.killcount = -666;
253         self.velocity = '0 0 0';
254         self.avelocity = '0 0 0';
255         self.punchangle = '0 0 0';
256         self.punchvector = '0 0 0';
257         self.oldvelocity = self.velocity;
258         self.fire_endtime = -1;
259 }
260
261 .float model_randomizer;
262 void FixPlayermodel()
263 {
264         string defaultmodel;
265         float defaultskin, chmdl, oldskin, n, i;
266         vector m1, m2;
267
268         defaultmodel = "";
269         defaultskin = 0;
270         chmdl = FALSE;
271
272         if(autocvar_sv_defaultcharacter == 1)
273         {
274                 if(teamplay)
275                 {
276                         string s;
277                         s = Static_Team_ColorName_Lower(self.team);
278                         if(s != "neutral")
279                         {
280                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
281                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
282                         }
283                 }
284
285                 if(defaultmodel == "")
286                 {
287                         defaultmodel = autocvar_sv_defaultplayermodel;
288                         defaultskin = autocvar_sv_defaultplayerskin;
289                 }
290
291                 n = tokenize_console(defaultmodel);
292                 if(n > 0)
293                 {
294                         defaultmodel = argv(floor(n * self.model_randomizer));
295                         // However, do NOT randomize if the player-selected model is in the list.
296                         for (i = 0; i < n; ++i)
297                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
298                                         defaultmodel = argv(i);
299                 }
300
301                 i = strstrofs(defaultmodel, ":", 0);
302                 if(i >= 0)
303                 {
304                         defaultskin = stof(substring(defaultmodel, i+1, -1));
305                         defaultmodel = substring(defaultmodel, 0, i);
306                 }
307         }
308
309         if(defaultmodel != "")
310         {
311                 if (defaultmodel != self.model)
312                 {
313                         m1 = self.mins;
314                         m2 = self.maxs;
315                         setplayermodel (self, defaultmodel);
316                         setsize (self, m1, m2);
317                         chmdl = TRUE;
318                 }
319
320                 oldskin = self.skin;
321                 self.skin = defaultskin;
322         } else {
323                 if (self.playermodel != self.model || self.playermodel == "")
324                 {
325                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
326                         m1 = self.mins;
327                         m2 = self.maxs;
328                         setplayermodel (self, self.playermodel);
329                         setsize (self, m1, m2);
330                         chmdl = TRUE;
331                 }
332
333                 oldskin = self.skin;
334                 self.skin = stof(self.playerskin);
335         }
336
337         if(chmdl || oldskin != self.skin) // model or skin has changed
338         {
339                 self.species = player_getspecies(); // update species
340                 UpdatePlayerSounds(); // update skin sounds
341         }
342
343         if(!teamplay)
344                 if(strlen(autocvar_sv_defaultplayercolors))
345                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
346                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
347 }
348
349 /*
350 =============
351 PutClientInServer
352
353 Called when a client spawns in the server
354 =============
355 */
356 void PutClientInServer (void)
357 {
358         if(IS_BOT_CLIENT(self))
359                 self.classname = "player";
360         else if(IS_REAL_CLIENT(self))
361         {
362                 msg_entity = self;
363                 WriteByte(MSG_ONE, SVC_SETVIEW);
364                 WriteEntity(MSG_ONE, self);
365         }
366
367         // reset player keys
368         self.itemkeys = 0;
369
370         MUTATOR_CALLHOOK(PutClientInServer);
371
372         if(gameover)
373                 self.classname = "observer";
374
375         if(IS_PLAYER(self))
376         {
377                 entity spot, oldself;
378                 float j;
379
380                 accuracy_resend(self);
381
382                 if(self.team < 0)
383                         JoinBestTeam(self, FALSE, TRUE);
384
385                 spot = SelectSpawnPoint (FALSE);
386                 if(!spot)
387                 {
388                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
389                         return; // spawn failed
390                 }
391
392                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
393
394                 if(self.vehicle)
395                         vehicles_exit(VHEF_RELESE);
396
397                 self.classname = "player";
398                 self.wasplayer = TRUE;
399                 self.iscreature = TRUE;
400                 self.teleportable = TELEPORT_NORMAL;
401                 self.damagedbycontents = TRUE;
402                 self.movetype = MOVETYPE_WALK;
403                 self.solid = SOLID_SLIDEBOX;
404                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
405                 if(autocvar_g_playerclip_collisions)
406                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
407                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
408                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
409                 self.frags = FRAGS_PLAYER;
410                 if(INDEPENDENT_PLAYERS)
411                         MAKE_INDEPENDENT_PLAYER(self);
412                 self.flags = FL_CLIENT;
413                 if(autocvar__notarget)
414                         self.flags |= FL_NOTARGET;
415                 self.takedamage = DAMAGE_AIM;
416                 self.effects = 0;
417                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
418                 self.air_finished = time + 12;
419                 self.dmg = 2;
420                 if(WEP_CVAR(vortex, charge))
421                 {
422                         if(WEP_CVAR_SEC(vortex, chargepool))
423                                 self.vortex_chargepool_ammo = 1;
424                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
425                 }
426
427                 if(warmup_stage)
428                 {
429                         self.ammo_shells = warmup_start_ammo_shells;
430                         self.ammo_nails = warmup_start_ammo_nails;
431                         self.ammo_rockets = warmup_start_ammo_rockets;
432                         self.ammo_cells = warmup_start_ammo_cells;
433                         self.ammo_plasma = warmup_start_ammo_plasma;
434                         self.ammo_fuel = warmup_start_ammo_fuel;
435                         self.health = warmup_start_health;
436                         self.armorvalue = warmup_start_armorvalue;
437                         self.weapons = WARMUP_START_WEAPONS;
438                 }
439                 else
440                 {
441                         self.ammo_shells = start_ammo_shells;
442                         self.ammo_nails = start_ammo_nails;
443                         self.ammo_rockets = start_ammo_rockets;
444                         self.ammo_cells = start_ammo_cells;
445                         self.ammo_plasma = start_ammo_plasma;
446                         self.ammo_fuel = start_ammo_fuel;
447                         self.health = start_health;
448                         self.armorvalue = start_armorvalue;
449                         self.weapons = start_weapons;
450                 }
451
452                 if(self.weapons & WEPSET_SUPERWEAPONS)
453                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
454                 else
455                         self.superweapons_finished = 0;
456
457                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
458                 {
459                         if(g_weaponarena_random_with_laser)
460                                 self.weapons &= ~WEPSET_BLASTER;
461                         W_RandomWeapons(self, g_weaponarena_random);
462                         if(g_weaponarena_random_with_laser)
463                                 self.weapons |= WEPSET_BLASTER;
464                 }
465
466                 self.items = start_items;
467
468                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
469                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
470                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
471                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
472                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
473                 //extend the pause of rotting if client was reset at the beginning of the countdown
474                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
475                         self.spawnshieldtime += game_starttime - time;
476                         self.pauserotarmor_finished += game_starttime - time;
477                         self.pauserothealth_finished += game_starttime - time;
478                         self.pauseregen_finished += game_starttime - time;
479                 }
480                 self.damageforcescale = 2;
481                 self.death_time = 0;
482                 self.respawn_flags = 0;
483                 self.respawn_time = 0;
484                 self.stat_respawn_time = 0;
485                 self.scale = 0;
486                 self.fade_time = 0;
487                 self.pain_frame = 0;
488                 self.pain_finished = 0;
489                 self.strength_finished = 0;
490                 self.invincible_finished = 0;
491                 self.pushltime = 0;
492                 // players have no think function
493                 self.think = func_null;
494                 self.nextthink = 0;
495                 self.hook_time = 0;
496                 self.dmg_team = 0;
497                 self.ballistics_density = autocvar_g_ballistics_density_player;
498
499                 self.metertime = 0;
500
501                 self.deadflag = DEAD_NO;
502
503                 self.angles = spot.angles;
504
505                 self.angles_z = 0; // never spawn tilted even if the spot says to
506                 self.fixangle = TRUE; // turn this way immediately
507                 self.velocity = '0 0 0';
508                 self.avelocity = '0 0 0';
509                 self.punchangle = '0 0 0';
510                 self.punchvector = '0 0 0';
511                 self.oldvelocity = self.velocity;
512                 self.fire_endtime = -1;
513                 self.revival_time = 0;
514
515                 entity spawnevent = spawn();
516                 spawnevent.owner = self;
517                 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
518
519                 // Cut off any still running player sounds.
520                 stopsound(self, CH_PLAYER_SINGLE);
521
522                 self.model = "";
523                 FixPlayermodel();
524                 self.drawonlytoclient = world;
525
526                 self.crouch = FALSE;
527                 self.view_ofs = PL_VIEW_OFS;
528                 setsize (self, PL_MIN, PL_MAX);
529                 self.spawnorigin = spot.origin;
530                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
531                 // don't reset back to last position, even if new position is stuck in solid
532                 self.oldorigin = self.origin;
533                 self.prevorigin = self.origin;
534                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
535                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
536         self.hud = HUD_NORMAL;
537
538                 self.event_damage = PlayerDamage;
539
540                 self.bot_attack = TRUE;
541                 self.monster_attack = TRUE;
542                 
543                 self.spider_slowness = 0;
544
545                 self.statdraintime = time + 5;
546                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
547
548                 if(self.killcount == -666) {
549                         PlayerScore_Clear(self);
550                         self.killcount = 0;
551                 }
552
553                 CL_SpawnWeaponentity();
554                 self.alpha = default_player_alpha;
555                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
556                 self.exteriorweaponentity.alpha = default_weapon_alpha;
557
558                 self.speedrunning = FALSE;
559
560                 //stuffcmd(self, "chase_active 0");
561                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
562
563                 target_voicescript_clear(self);
564
565                 // reset fields the weapons may use
566                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
567                 {
568                         WEP_ACTION(j, WR_RESETPLAYER);
569
570                         // all weapons must be fully loaded when we spawn
571                         entity e;
572                         e = get_weaponinfo(j);
573                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
574                                 self.(weapon_load[j]) = e.reloading_ammo;
575                 }
576
577                 oldself = self;
578                 self = spot;
579                         activator = oldself;
580                                 string s;
581                                 s = self.target;
582                                 self.target = string_null;
583                                 SUB_UseTargets();
584                                 self.target = s;
585                         activator = world;
586                 self = oldself;
587
588                 Unfreeze(self);
589
590                 spawn_spot = spot;
591                 MUTATOR_CALLHOOK(PlayerSpawn);
592
593                 if(autocvar_spawn_debug)
594                 {
595                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
596                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
597                 }
598
599                 self.switchweapon = w_getbestweapon(self);
600                 self.cnt = -1; // W_LastWeapon will not complain
601                 self.weapon = 0;
602                 self.weaponname = "";
603                 self.switchingweapon = 0;
604
605                 if(!warmup_stage)
606                         if(!self.alivetime)
607                                 self.alivetime = time;
608
609                 antilag_clear(self);
610         }
611         else if(IS_OBSERVER(self))
612         {
613                 PutObserverInServer ();
614         }
615 }
616
617 .float ebouncefactor, ebouncestop; // electro's values
618 // TODO do we need all these fields, or should we stop autodetecting runtime
619 // changes and just have a console command to update this?
620 float ClientInit_SendEntity(entity to, float sf)
621 {
622         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
623         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
624         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
625         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
626         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
627         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
628         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
629         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
630         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
631         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
632
633         if(sv_foginterval && world.fog != "")
634                 WriteString(MSG_ENTITY, world.fog);
635         else
636                 WriteString(MSG_ENTITY, "");
637         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
638         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
639         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
640         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
641         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
642         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
643         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
644         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
645         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
646         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
647         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
648         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
649         return TRUE;
650 }
651
652 void ClientInit_CheckUpdate()
653 {
654         self.nextthink = time;
655         if(self.count != autocvar_g_balance_armor_blockpercent)
656         {
657                 self.count = autocvar_g_balance_armor_blockpercent;
658                 self.SendFlags |= 1;
659         }
660         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
661         {
662                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
663                 self.SendFlags |= 1;
664         }
665         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
666         {
667                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
668                 self.SendFlags |= 1;
669         }
670         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
671         {
672                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
673                 self.SendFlags |= 1;
674         }
675         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
676         {
677                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
678                 self.SendFlags |= 1;
679         }
680 }
681
682 void ClientInit_Spawn()
683 {
684         entity o;
685         entity e;
686         e = spawn();
687         e.classname = "clientinit";
688         e.think = ClientInit_CheckUpdate;
689         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
690
691         o = self;
692         self = e;
693         ClientInit_CheckUpdate();
694         self = o;
695 }
696
697 /*
698 =============
699 SetNewParms
700 =============
701 */
702 void SetNewParms (void)
703 {
704         // initialize parms for a new player
705         parm1 = -(86400 * 366);
706 }
707
708 /*
709 =============
710 SetChangeParms
711 =============
712 */
713 void SetChangeParms (void)
714 {
715         // save parms for level change
716         parm1 = self.parm_idlesince - time;
717 }
718
719 /*
720 =============
721 DecodeLevelParms
722 =============
723 */
724 void DecodeLevelParms (void)
725 {
726         // load parms
727         self.parm_idlesince = parm1;
728         if(self.parm_idlesince == -(86400 * 366))
729                 self.parm_idlesince = time;
730
731         // whatever happens, allow 60 seconds of idling directly after connect for map loading
732         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
733 }
734
735 /*
736 =============
737 ClientKill
738
739 Called when a client types 'kill' in the console
740 =============
741 */
742
743 .float clientkill_nexttime;
744 void ClientKill_Now_TeamChange()
745 {
746         if(self.killindicator_teamchange == -1)
747         {
748                 JoinBestTeam( self, FALSE, TRUE );
749         }
750         else if(self.killindicator_teamchange == -2)
751         {
752                 if(blockSpectators)
753                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
754                 PutObserverInServer();
755         }
756         else
757                 SV_ChangeTeam(self.killindicator_teamchange - 1);
758         self.killindicator_teamchange = 0;
759 }
760
761 void ClientKill_Now()
762 {
763         if(self.vehicle)
764         {
765             vehicles_exit(VHEF_RELESE);
766             if(!self.killindicator_teamchange)
767             {
768             self.vehicle_health = -1;
769             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
770             }
771         }
772
773         if(self.killindicator && !wasfreed(self.killindicator))
774                 remove(self.killindicator);
775
776         self.killindicator = world;
777
778         if(self.killindicator_teamchange)
779                 ClientKill_Now_TeamChange();
780
781         // in any case:
782         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
783
784         // now I am sure the player IS dead
785 }
786 void KillIndicator_Think()
787 {
788         if (gameover)
789         {
790                 self.owner.killindicator = world;
791                 remove(self);
792                 return;
793         }
794
795         if (self.owner.alpha < 0 && !self.owner.vehicle)
796         {
797                 self.owner.killindicator = world;
798                 remove(self);
799                 return;
800         }
801
802         if(self.cnt <= 0)
803         {
804                 self = self.owner;
805                 ClientKill_Now(); // no oldself needed
806                 return;
807         }
808     else if(g_cts && self.health == 1) // health == 1 means that it's silent
809     {
810         self.nextthink = time + 1;
811         self.cnt -= 1;
812     }
813         else
814         {
815                 if(self.cnt <= 10)
816                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
817                 if(IS_REAL_CLIENT(self.owner))
818                 {
819                         if(self.cnt <= 10)
820                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
821                 }
822                 self.nextthink = time + 1;
823                 self.cnt -= 1;
824         }
825 }
826
827 float clientkilltime;
828 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
829 {
830         float killtime;
831         float starttime;
832         entity e;
833
834         if (gameover)
835                 return;
836
837         killtime = autocvar_g_balance_kill_delay;
838
839         if(g_race_qualifying || g_cts)
840                 killtime = 0;
841
842     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
843     {
844                 remove(self.killindicator);
845                 self.killindicator = world;
846
847         ClientKill_Now(); // allow instant kill in this case
848         return;
849     }
850
851         self.killindicator_teamchange = targetteam;
852
853     if(!self.killindicator)
854         {
855                 if(self.deadflag == DEAD_NO)
856                 {
857                         killtime = max(killtime, self.clientkill_nexttime - time);
858                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
859                 }
860
861                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
862                 {
863                         ClientKill_Now();
864                 }
865                 else
866                 {
867                         starttime = max(time, clientkilltime);
868
869                         self.killindicator = spawn();
870                         self.killindicator.owner = self;
871                         self.killindicator.scale = 0.5;
872                         setattachment(self.killindicator, self, "");
873                         setorigin(self.killindicator, '0 0 52');
874                         self.killindicator.think = KillIndicator_Think;
875                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
876                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
877                         self.killindicator.cnt = ceil(killtime);
878                         self.killindicator.count = bound(0, ceil(killtime), 10);
879                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
880
881                         for(e = world; (e = find(e, classname, "body")) != world; )
882                         {
883                                 if(e.enemy != self)
884                                         continue;
885                                 e.killindicator = spawn();
886                                 e.killindicator.owner = e;
887                                 e.killindicator.scale = 0.5;
888                                 setattachment(e.killindicator, e, "");
889                                 setorigin(e.killindicator, '0 0 52');
890                                 e.killindicator.think = KillIndicator_Think;
891                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
892                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
893                                 e.killindicator.cnt = ceil(killtime);
894                         }
895                         self.lip = 0;
896                 }
897         }
898         if(self.killindicator)
899         {
900                 if(targetteam == 0) // just die
901                 {
902                         self.killindicator.colormod = '0 0 0';
903                         if(IS_REAL_CLIENT(self))
904                         if(self.killindicator.cnt > 0)
905                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
906                 }
907                 else if(targetteam == -1) // auto
908                 {
909                         self.killindicator.colormod = '0 1 0';
910                         if(IS_REAL_CLIENT(self))
911                         if(self.killindicator.cnt > 0)
912                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
913                 }
914                 else if(targetteam == -2) // spectate
915                 {
916                         self.killindicator.colormod = '0.5 0.5 0.5';
917                         if(IS_REAL_CLIENT(self))
918                         if(self.killindicator.cnt > 0)
919                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
920                 }
921                 else
922                 {
923                         self.killindicator.colormod = Team_ColorRGB(targetteam);
924                         if(IS_REAL_CLIENT(self))
925                         if(self.killindicator.cnt > 0)
926                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
927                 }
928         }
929
930 }
931
932 void ClientKill (void)
933 {
934         if(gameover) return;
935         if(self.player_blocked) return;
936         if(self.frozen) return;
937
938         ClientKill_TeamChange(0);
939 }
940
941 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
942 {
943     e.killindicator = spawn();
944     e.killindicator.owner = e;
945     e.killindicator.think = KillIndicator_Think;
946     e.killindicator.nextthink = time + (e.lip) * 0.05;
947     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
948     e.killindicator.health = 1; // this is used to indicate that it should be silent
949     e.lip = 0;
950 }
951
952 void FixClientCvars(entity e)
953 {
954         // send prediction settings to the client
955         stuffcmd(e, "\nin_bindmap 0 0\n");
956         if(g_race || g_cts)
957                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
958         if(autocvar_g_antilag == 3) // client side hitscan
959                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
960         if(autocvar_sv_gentle)
961                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
962         /*
963          * we no longer need to stuff this. Remove this comment block if you feel
964          * 2.3 and higher (or was it 2.2.3?) don't need these any more
965         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
966         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
967         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
968         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
969         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
970         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
971         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
972         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
973         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
974         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
975         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
976         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
977         stuffcmd(e, "cl_movement_edgefriction 1\n");
978          */
979 }
980
981 float PlayerInIDList(entity p, string idlist)
982 {
983         float n, i;
984         string s;
985
986         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
987         if (!p.crypto_idfp)
988                 return 0;
989
990         // this function allows abbreviated player IDs too!
991         n = tokenize_console(idlist);
992         for(i = 0; i < n; ++i)
993         {
994                 s = argv(i);
995                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
996                         return 1;
997         }
998
999         return 0;
1000 }
1001
1002 /*
1003 =============
1004 ClientConnect
1005
1006 Called when a client connects to the server
1007 =============
1008 */
1009 void DecodeLevelParms (void);
1010 //void dom_player_join_team(entity pl);
1011 void set_dom_state(entity e);
1012 void ClientConnect (void)
1013 {
1014         float t;
1015
1016         if(IS_CLIENT(self))
1017         {
1018                 print("Warning: ClientConnect, but already connected!\n");
1019                 return;
1020         }
1021
1022         if(Ban_MaybeEnforceBanOnce(self))
1023                 return;
1024
1025         DecodeLevelParms();
1026
1027 #ifdef WATERMARK
1028         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1029 #endif
1030
1031         self.classname = "player_joining";
1032
1033         self.flags = FL_CLIENT;
1034         self.version_nagtime = time + 10 + random() * 10;
1035
1036         if(player_count<0)
1037         {
1038                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1039                 player_count = 0;
1040         }
1041
1042         PlayerScore_Attach(self);
1043         ClientData_Attach();
1044         accuracy_init(self);
1045
1046         bot_clientconnect();
1047
1048         playerdemo_init();
1049
1050         anticheat_init();
1051
1052         // identify the right forced team
1053         if(autocvar_g_campaign)
1054         {
1055                 if(IS_REAL_CLIENT(self)) // only players, not bots
1056                 {
1057                         switch(autocvar_g_campaign_forceteam)
1058                         {
1059                                 case 1: self.team_forced = NUM_TEAM_1; break;
1060                                 case 2: self.team_forced = NUM_TEAM_2; break;
1061                                 case 3: self.team_forced = NUM_TEAM_3; break;
1062                                 case 4: self.team_forced = NUM_TEAM_4; break;
1063                                 default: self.team_forced = 0;
1064                         }
1065                 }
1066         }
1067         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1068                 self.team_forced = NUM_TEAM_1;
1069         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1070                 self.team_forced = NUM_TEAM_2;
1071         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1072                 self.team_forced = NUM_TEAM_3;
1073         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1074                 self.team_forced = NUM_TEAM_4;
1075         else if(autocvar_g_forced_team_otherwise == "red")
1076                 self.team_forced = NUM_TEAM_1;
1077         else if(autocvar_g_forced_team_otherwise == "blue")
1078                 self.team_forced = NUM_TEAM_2;
1079         else if(autocvar_g_forced_team_otherwise == "yellow")
1080                 self.team_forced = NUM_TEAM_3;
1081         else if(autocvar_g_forced_team_otherwise == "pink")
1082                 self.team_forced = NUM_TEAM_4;
1083         else if(autocvar_g_forced_team_otherwise == "spectate")
1084                 self.team_forced = -1;
1085         else if(autocvar_g_forced_team_otherwise == "spectator")
1086                 self.team_forced = -1;
1087         else
1088                 self.team_forced = 0;
1089
1090         if(!teamplay)
1091                 if(self.team_forced > 0)
1092                         self.team_forced = 0;
1093
1094         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1095
1096         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1097                 self.classname = "observer";
1098         } else {
1099                 if(teamplay)
1100                 {
1101                         if(autocvar_g_balance_teams)
1102                         {
1103                                 self.classname = "player";
1104                                 campaign_bots_may_start = 1;
1105                         }
1106                         else
1107                         {
1108                                 self.classname = "observer"; // do it anyway
1109                         }
1110                 }
1111                 else
1112                 {
1113                         self.classname = "player";
1114                         campaign_bots_may_start = 1;
1115                 }
1116         }
1117
1118         self.playerid = (playerid_last = playerid_last + 1);
1119
1120         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1121
1122     if(IS_BOT_CLIENT(self))
1123         PlayerStats_AddPlayer(self);
1124
1125         if(autocvar_sv_eventlog)
1126                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1127
1128         LogTeamchange(self.playerid, self.team, 1);
1129
1130         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1131
1132         self.netname_previous = strzone(self.netname);
1133
1134         if(IS_PLAYER(self) && teamplay)
1135                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1136         else
1137                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1138
1139         stuffcmd(self, strcat(clientstuff, "\n"));
1140         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1141
1142         FixClientCvars(self);
1143
1144         // spawnfunc_waypoint sprites
1145         WaypointSprite_InitClient(self);
1146
1147         // Wazat's grappling hook
1148         SetGrappleHookBindings();
1149
1150         // get version info from player
1151         stuffcmd(self, "cmd clientversion $gameversion\n");
1152
1153         // get other cvars from player
1154         GetCvars(0);
1155
1156         // notify about available teams
1157         if(teamplay)
1158         {
1159                 CheckAllowedTeams(self);
1160                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1161                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1162         }
1163         else
1164                 stuffcmd(self, "set _teams_available 0\n");
1165
1166         attach_entcs();
1167
1168         bot_relinkplayerlist();
1169
1170         self.spectatortime = time;
1171         if(blockSpectators)
1172         {
1173                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1174         }
1175
1176         self.jointime = time;
1177         self.allowed_timeouts = autocvar_sv_timeout_number;
1178
1179         if(IS_REAL_CLIENT(self))
1180         {
1181                 if(!autocvar_g_campaign)
1182                 {
1183                         self.motd_actived_time = -1;
1184                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1185                 }
1186
1187                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1188                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1189         }
1190
1191         if(!sv_foginterval && world.fog != "")
1192                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1193
1194         W_HitPlotOpen(self);
1195
1196         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
1197                 send_CSQC_teamnagger();
1198
1199         CheatInitClient();
1200
1201         CSQCMODEL_AUTOINIT();
1202
1203         self.model_randomizer = random();
1204
1205         if(IS_REAL_CLIENT(self))
1206                 sv_notice_join();
1207
1208         MUTATOR_CALLHOOK(ClientConnect);
1209 }
1210 /*
1211 =============
1212 ClientDisconnect
1213
1214 Called when a client disconnects from the server
1215 =============
1216 */
1217 .entity chatbubbleentity;
1218 void ReadyCount();
1219 void ClientDisconnect (void)
1220 {
1221         if(self.vehicle)
1222             vehicles_exit(VHEF_RELESE);
1223
1224         if (!IS_CLIENT(self))
1225         {
1226                 print("Warning: ClientDisconnect without ClientConnect\n");
1227                 return;
1228         }
1229
1230         PlayerStats_AddGlobalInfo(self);
1231
1232         CheatShutdownClient();
1233
1234         W_HitPlotClose(self);
1235
1236         anticheat_report();
1237         anticheat_shutdown();
1238
1239         playerdemo_shutdown();
1240
1241         bot_clientdisconnect();
1242
1243         if(self.entcs)
1244                 detach_entcs();
1245
1246         if(autocvar_sv_eventlog)
1247                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1248
1249         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1250
1251         MUTATOR_CALLHOOK(ClientDisconnect);
1252
1253         Portal_ClearAll(self);
1254
1255         Unfreeze(self);
1256
1257         RemoveGrapplingHook(self);
1258
1259         // Here, everything has been done that requires this player to be a client.
1260
1261         self.flags &= ~FL_CLIENT;
1262
1263         if (self.chatbubbleentity)
1264                 remove (self.chatbubbleentity);
1265
1266         if (self.killindicator)
1267                 remove (self.killindicator);
1268
1269         WaypointSprite_PlayerGone();
1270
1271         bot_relinkplayerlist();
1272
1273         accuracy_free(self);
1274         ClientData_Detach();
1275         PlayerScore_Detach(self);
1276
1277         if(self.netname_previous)
1278                 strunzone(self.netname_previous);
1279         if(self.clientstatus)
1280                 strunzone(self.clientstatus);
1281         if(self.weaponorder_byimpulse)
1282                 strunzone(self.weaponorder_byimpulse);
1283
1284         ClearPlayerSounds();
1285
1286         if(self.personal)
1287                 remove(self.personal);
1288
1289         self.playerid = 0;
1290         ReadyCount();
1291
1292         // free cvars
1293         GetCvars(-1);
1294 }
1295
1296 .float BUTTON_CHAT;
1297 void ChatBubbleThink()
1298 {
1299         self.nextthink = time;
1300         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1301         {
1302                 if(self.owner) // but why can that ever be world?
1303                         self.owner.chatbubbleentity = world;
1304                 remove(self);
1305                 return;
1306         }
1307         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1308 #ifdef TETRIS
1309                 || self.owner.tetris_on
1310 #endif
1311         )
1312                 self.model = self.mdl;
1313         else
1314                 self.model = "";
1315 }
1316
1317 void UpdateChatBubble()
1318 {
1319         if (self.alpha < 0)
1320                 return;
1321         // spawn a chatbubble entity if needed
1322         if (!self.chatbubbleentity)
1323         {
1324                 self.chatbubbleentity = spawn();
1325                 self.chatbubbleentity.owner = self;
1326                 self.chatbubbleentity.exteriormodeltoclient = self;
1327                 self.chatbubbleentity.think = ChatBubbleThink;
1328                 self.chatbubbleentity.nextthink = time;
1329                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1330                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1331                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1332                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1333                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1334                 self.chatbubbleentity.model = "";
1335                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1336         }
1337 }
1338
1339
1340 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1341 // added to the model skins
1342 /*void UpdateColorModHack()
1343 {
1344         float c;
1345         c = self.clientcolors & 15;
1346         // LordHavoc: only bothering to support white, green, red, yellow, blue
1347              if (!teamplay) self.colormod = '0 0 0';
1348         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1349         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1350         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1351         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1352         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1353         else self.colormod = '1 1 1';
1354 }*/
1355
1356 void respawn(void)
1357 {
1358         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1359         {
1360                 self.solid = SOLID_NOT;
1361                 self.takedamage = DAMAGE_NO;
1362                 self.movetype = MOVETYPE_FLY;
1363                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1364                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1365                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1366                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1367                 if(autocvar_g_respawn_ghosts_maxtime)
1368                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1369         }
1370
1371         CopyBody(1);
1372
1373         self.effects |= EF_NODRAW; // prevent another CopyBody
1374         PutClientInServer();
1375 }
1376
1377 void play_countdown(float finished, string samp)
1378 {
1379         if(IS_REAL_CLIENT(self))
1380                 if(floor(finished - time - frametime) != floor(finished - time))
1381                         if(finished - time < 6)
1382                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1383 }
1384
1385 void player_powerups (void)
1386 {
1387         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1388         olditems = self.items;
1389
1390         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1391                 self.modelflags |= MF_ROCKET;
1392         else
1393                 self.modelflags &= ~MF_ROCKET;
1394
1395         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1396
1397         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1398                 return;
1399
1400         Fire_ApplyDamage(self);
1401         Fire_ApplyEffect(self);
1402
1403         if (!g_minstagib)
1404         {
1405                 if (self.items & IT_STRENGTH)
1406                 {
1407                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1408                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1409                         if (time > self.strength_finished)
1410                         {
1411                                 self.items = self.items - (self.items & IT_STRENGTH);
1412                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1413                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1414                         }
1415                 }
1416                 else
1417                 {
1418                         if (time < self.strength_finished)
1419                         {
1420                                 self.items = self.items | IT_STRENGTH;
1421                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1422                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1423                         }
1424                 }
1425                 if (self.items & IT_INVINCIBLE)
1426                 {
1427                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1428                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1429                         if (time > self.invincible_finished)
1430                         {
1431                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1432                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1433                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1434                         }
1435                 }
1436                 else
1437                 {
1438                         if (time < self.invincible_finished)
1439                         {
1440                                 self.items = self.items | IT_INVINCIBLE;
1441                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1442                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1443                         }
1444                 }
1445                 if (self.items & IT_SUPERWEAPON)
1446                 {
1447                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1448                         {
1449                                 self.superweapons_finished = 0;
1450                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1451                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1452                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1453                         }
1454                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1455                         {
1456                                 // don't let them run out
1457                         }
1458                         else
1459                         {
1460                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1461                                 if (time > self.superweapons_finished)
1462                                 {
1463                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1464                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1465                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1466                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1467                                 }
1468                         }
1469                 }
1470                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1471                 {
1472                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1473                         {
1474                                 self.items = self.items | IT_SUPERWEAPON;
1475                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1476                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1477                         }
1478                         else
1479                         {
1480                                 self.superweapons_finished = 0;
1481                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1482                         }
1483                 }
1484                 else
1485                 {
1486                         self.superweapons_finished = 0;
1487                 }
1488         }
1489
1490         if(autocvar_g_nodepthtestplayers)
1491                 self.effects = self.effects | EF_NODEPTHTEST;
1492
1493         if(autocvar_g_fullbrightplayers)
1494                 self.effects = self.effects | EF_FULLBRIGHT;
1495
1496         if (time >= game_starttime)
1497         if (time < self.spawnshieldtime)
1498                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1499
1500         MUTATOR_CALLHOOK(PlayerPowerups);
1501 }
1502
1503 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1504 {
1505         if(current > stable)
1506                 return current;
1507         else if(current > stable - 0.25) // when close enough, "snap"
1508                 return stable;
1509         else
1510                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1511 }
1512
1513 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1514 {
1515         if(current < stable)
1516                 return current;
1517         else if(current < stable + 0.25) // when close enough, "snap"
1518                 return stable;
1519         else
1520                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1521 }
1522
1523 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1524 {
1525         if(current > rotstable)
1526         {
1527                 if(rotframetime > 0)
1528                 {
1529                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1530                         current = max(rotstable, current - rotlinear * rotframetime);
1531                 }
1532         }
1533         else if(current < regenstable)
1534         {
1535                 if(regenframetime > 0)
1536                 {
1537                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1538                         current = min(regenstable, current + regenlinear * regenframetime);
1539                 }
1540         }
1541
1542         if(current > limit)
1543                 current = limit;
1544
1545         return current;
1546 }
1547
1548 void player_regen (void)
1549 {
1550         float max_mod, regen_mod, rot_mod, limit_mod;
1551         max_mod = regen_mod = rot_mod = limit_mod = 1;
1552         regen_mod_max = max_mod;
1553         regen_mod_regen = regen_mod;
1554         regen_mod_rot = rot_mod;
1555         regen_mod_limit = limit_mod;
1556         if(!MUTATOR_CALLHOOK(PlayerRegen))
1557         if(!self.frozen)
1558         {
1559                 float minh, mina, maxh, maxa, limith, limita;
1560                 maxh = autocvar_g_balance_health_rotstable;
1561                 maxa = autocvar_g_balance_armor_rotstable;
1562                 minh = autocvar_g_balance_health_regenstable;
1563                 mina = autocvar_g_balance_armor_regenstable;
1564                 limith = autocvar_g_balance_health_limit;
1565                 limita = autocvar_g_balance_armor_limit;
1566                 
1567                 max_mod = regen_mod_max;
1568                 regen_mod = regen_mod_regen;
1569                 rot_mod = regen_mod_rot;
1570                 limit_mod = regen_mod_limit;
1571
1572                 maxh = maxh * max_mod;
1573                 minh = minh * max_mod;
1574                 limith = limith * limit_mod;
1575                 limita = limita * limit_mod;
1576
1577                 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);
1578                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1579         }
1580
1581         // if player rotted to death...  die!
1582         // check this outside above checks, as player may still be able to rot to death
1583         if(self.health < 1)
1584                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1585
1586         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1587         {
1588                 float minf, maxf, limitf;
1589
1590                 maxf = autocvar_g_balance_fuel_rotstable;
1591                 minf = autocvar_g_balance_fuel_regenstable;
1592                 limitf = autocvar_g_balance_fuel_limit;
1593
1594                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1595         }
1596 }
1597
1598 float zoomstate_set;
1599 void SetZoomState(float z)
1600 {
1601         if(z != self.zoomstate)
1602         {
1603                 self.zoomstate = z;
1604                 ClientData_Touch(self);
1605         }
1606         zoomstate_set = 1;
1607 }
1608
1609 void GetPressedKeys(void) {
1610         MUTATOR_CALLHOOK(GetPressedKeys);
1611         if (self.movement_x > 0) // get if movement keys are pressed
1612         {       // forward key pressed
1613                 self.pressedkeys |= KEY_FORWARD;
1614                 self.pressedkeys &= ~KEY_BACKWARD;
1615         }
1616         else if (self.movement_x < 0)
1617         {       // backward key pressed
1618                 self.pressedkeys |= KEY_BACKWARD;
1619                 self.pressedkeys &= ~KEY_FORWARD;
1620         }
1621         else
1622         {       // no x input
1623                 self.pressedkeys &= ~KEY_FORWARD;
1624                 self.pressedkeys &= ~KEY_BACKWARD;
1625         }
1626
1627         if (self.movement_y > 0)
1628         {       // right key pressed
1629                 self.pressedkeys |= KEY_RIGHT;
1630                 self.pressedkeys &= ~KEY_LEFT;
1631         }
1632         else if (self.movement_y < 0)
1633         {       // left key pressed
1634                 self.pressedkeys |= KEY_LEFT;
1635                 self.pressedkeys &= ~KEY_RIGHT;
1636         }
1637         else
1638         {       // no y input
1639                 self.pressedkeys &= ~KEY_RIGHT;
1640                 self.pressedkeys &= ~KEY_LEFT;
1641         }
1642
1643         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1644                 self.pressedkeys |= KEY_JUMP;
1645         else
1646                 self.pressedkeys &= ~KEY_JUMP;
1647         if (self.BUTTON_CROUCH)
1648                 self.pressedkeys |= KEY_CROUCH;
1649         else
1650                 self.pressedkeys &= ~KEY_CROUCH;
1651
1652         if (self.BUTTON_ATCK)
1653                 self.pressedkeys |= KEY_ATCK;
1654         else
1655                 self.pressedkeys &= ~KEY_ATCK;
1656         if (self.BUTTON_ATCK2)
1657                 self.pressedkeys |= KEY_ATCK2;
1658         else
1659                 self.pressedkeys &= ~KEY_ATCK2;
1660 }
1661
1662 /*
1663 ======================
1664 spectate mode routines
1665 ======================
1666 */
1667
1668 void SpectateCopy(entity spectatee) {
1669         other = spectatee;
1670         MUTATOR_CALLHOOK(SpectateCopy);
1671         self.armortype = spectatee.armortype;
1672         self.armorvalue = spectatee.armorvalue;
1673         self.ammo_cells = spectatee.ammo_cells;
1674         self.ammo_plasma = spectatee.ammo_plasma;
1675         self.ammo_shells = spectatee.ammo_shells;
1676         self.ammo_nails = spectatee.ammo_nails;
1677         self.ammo_rockets = spectatee.ammo_rockets;
1678         self.ammo_fuel = spectatee.ammo_fuel;
1679         self.clip_load = spectatee.clip_load;
1680         self.clip_size = spectatee.clip_size;
1681         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1682         self.health = spectatee.health;
1683         self.impulse = 0;
1684         self.items = spectatee.items;
1685         self.last_pickup = spectatee.last_pickup;
1686         self.hit_time = spectatee.hit_time;
1687         self.metertime = spectatee.metertime;
1688         self.strength_finished = spectatee.strength_finished;
1689         self.invincible_finished = spectatee.invincible_finished;
1690         self.pressedkeys = spectatee.pressedkeys;
1691         self.weapons = spectatee.weapons;
1692         self.switchweapon = spectatee.switchweapon;
1693         self.switchingweapon = spectatee.switchingweapon;
1694         self.weapon = spectatee.weapon;
1695         self.vortex_charge = spectatee.vortex_charge;
1696         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1697         self.hagar_load = spectatee.hagar_load;
1698         self.minelayer_mines = spectatee.minelayer_mines;
1699         self.punchangle = spectatee.punchangle;
1700         self.view_ofs = spectatee.view_ofs;
1701         self.velocity = spectatee.velocity;
1702         self.dmg_take = spectatee.dmg_take;
1703         self.dmg_save = spectatee.dmg_save;
1704         self.dmg_inflictor = spectatee.dmg_inflictor;
1705         self.v_angle = spectatee.v_angle;
1706         self.angles = spectatee.v_angle;
1707         self.frozen = spectatee.frozen;
1708         self.revive_progress = spectatee.revive_progress;
1709         if(!self.BUTTON_USE)
1710                 self.fixangle = TRUE;
1711         setorigin(self, spectatee.origin);
1712         setsize(self, spectatee.mins, spectatee.maxs);
1713         SetZoomState(spectatee.zoomstate);
1714
1715     anticheat_spectatecopy(spectatee);
1716         self.hud = spectatee.hud;
1717         if(spectatee.vehicle)
1718     {
1719         self.fixangle = FALSE;
1720         //self.velocity = spectatee.vehicle.velocity;
1721         self.vehicle_health = spectatee.vehicle_health;
1722         self.vehicle_shield = spectatee.vehicle_shield;
1723         self.vehicle_energy = spectatee.vehicle_energy;
1724         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1725         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1726         self.vehicle_reload1 = spectatee.vehicle_reload1;
1727         self.vehicle_reload2 = spectatee.vehicle_reload2;
1728
1729         msg_entity = self;
1730
1731         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1732             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
1733             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
1734             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
1735
1736         //WriteByte (MSG_ONE, SVC_SETVIEW);
1737         //    WriteEntity(MSG_ONE, self);
1738         //makevectors(spectatee.v_angle);
1739         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1740     }
1741 }
1742
1743 float SpectateUpdate() {
1744         if(!self.enemy)
1745             return 0;
1746
1747         if (self == self.enemy)
1748                 return 0;
1749
1750         if (!IS_PLAYER(self.enemy))
1751                 return 0;
1752
1753         SpectateCopy(self.enemy);
1754
1755         return 1;
1756 }
1757
1758
1759 float SpectateSet()
1760 {
1761         if(self.enemy.classname != "player")
1762                 return FALSE;
1763         /*if(self.enemy.vehicle)
1764         {
1765
1766                 msg_entity = self;
1767                 WriteByte(MSG_ONE, SVC_SETVIEW);
1768                 WriteEntity(MSG_ONE, self.enemy);
1769                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1770
1771                 self.movetype = MOVETYPE_NONE;
1772                 accuracy_resend(self);
1773         }
1774         else
1775         {*/
1776                 msg_entity = self;
1777                 WriteByte(MSG_ONE, SVC_SETVIEW);
1778                 WriteEntity(MSG_ONE, self.enemy);
1779                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1780                 self.movetype = MOVETYPE_NONE;
1781                 accuracy_resend(self);
1782
1783                 if(!SpectateUpdate())
1784                         PutObserverInServer();
1785         //}
1786         return TRUE;
1787 }
1788
1789 float Spectate(entity pl)
1790 {
1791         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1792         if(pl.team != self.team)
1793                 return 0;
1794
1795         self.enemy = pl;
1796         return SpectateSet();
1797 }
1798
1799 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1800 entity CA_SpectateNext(entity start) {
1801         if (start.team == self.team) {
1802                 return start;
1803         }
1804
1805         other = start;
1806         // continue from current player
1807         while(other && other.team != self.team) {
1808                 other = find(other, classname, "player");
1809         }
1810
1811         if (!other) {
1812                 // restart from begining
1813                 other = find(other, classname, "player");
1814                 while(other && other.team != self.team) {
1815                         other = find(other, classname, "player");
1816                 }
1817         }
1818
1819         return other;
1820 }
1821
1822 float SpectateNext()
1823 {
1824         other = find(self.enemy, classname, "player");
1825
1826         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1827                 // CA and ca players when spectating enemies is forbidden
1828                 other = CA_SpectateNext(other);
1829         } else {
1830                 // other modes and ca spectators or spectating enemies is allowed
1831                 if (!other)
1832                         other = find(other, classname, "player");
1833         }
1834
1835         if (other)
1836                 self.enemy = other;
1837
1838         return SpectateSet();
1839 }
1840
1841 float SpectatePrev()
1842 {
1843         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1844         other = findchain(classname, "player");
1845         if (!other) // no player
1846                 return FALSE;
1847
1848         entity first = other;
1849         // skip players until current spectated player
1850         if(self.enemy)
1851         while(other && other != self.enemy)
1852                 other = other.chain;
1853
1854         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1855         {
1856                 do { other = other.chain; }
1857                 while(other && other.team != self.team);
1858
1859                 if (!other)
1860                 {
1861                         other = first;
1862                         while(other.team != self.team)
1863                                 other = other.chain;
1864                         if(other == self.enemy)
1865                                 return TRUE;
1866                 }
1867         }
1868         else
1869         {
1870                 if(other.chain)
1871                         other = other.chain;
1872                 else
1873                         other = first;
1874         }
1875         self.enemy = other;
1876         return SpectateSet();
1877 }
1878
1879 /*
1880 =============
1881 ShowRespawnCountdown()
1882
1883 Update a respawn countdown display.
1884 =============
1885 */
1886 void ShowRespawnCountdown()
1887 {
1888         float number;
1889         if(self.deadflag == DEAD_NO) // just respawned?
1890                 return;
1891         else
1892         {
1893                 number = ceil(self.respawn_time - time);
1894                 if(number <= 0)
1895                         return;
1896                 if(number <= self.respawn_countdown)
1897                 {
1898                         self.respawn_countdown = number - 1;
1899                         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
1900                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1901                 }
1902         }
1903 }
1904
1905 void LeaveSpectatorMode()
1906 {
1907         if(self.caplayer)
1908                 return;
1909         if(nJoinAllowed(self))
1910         {
1911                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1912                 {
1913                         self.classname = "player";
1914                         nades_RemoveBonus(self);
1915
1916                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1917                                 { JoinBestTeam(self, FALSE, TRUE); }
1918
1919                         if(autocvar_g_campaign)
1920                                 { campaign_bots_may_start = 1; }
1921
1922                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1923
1924                         PutClientInServer();
1925
1926                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1927                 }
1928                 else
1929                         stuffcmd(self, "menu_showteamselect\n");
1930         }
1931         else
1932         {
1933                 // Player may not join because g_maxplayers is set
1934                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1935         }
1936 }
1937
1938 /**
1939  * Determines whether the player is allowed to join. This depends on cvar
1940  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1941  * it checks whether the number of currently playing players exceeds g_maxplayers.
1942  * @return int number of free slots for players, 0 if none
1943  */
1944 float nJoinAllowed(entity ignore) {
1945         if(!ignore)
1946         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1947         // so report 0 free slots if restricted
1948         {
1949                 if(autocvar_g_forced_team_otherwise == "spectate")
1950                         return 0;
1951                 if(autocvar_g_forced_team_otherwise == "spectator")
1952                         return 0;
1953         }
1954
1955         if(self.team_forced < 0)
1956                 return 0; // forced spectators can never join
1957
1958         // TODO simplify this
1959         entity e;
1960         float totalClients = 0;
1961         FOR_EACH_CLIENT(e)
1962                 if(e != ignore)
1963                         totalClients += 1;
1964
1965         if (!autocvar_g_maxplayers)
1966                 return maxclients - totalClients;
1967
1968         float currentlyPlaying = 0;
1969         FOR_EACH_REALCLIENT(e)
1970                 if(IS_PLAYER(e) || e.caplayer == 1)
1971                         currentlyPlaying += 1;
1972
1973         if(currentlyPlaying < autocvar_g_maxplayers)
1974                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1975
1976         return 0;
1977 }
1978
1979 /**
1980  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1981  * g_maxplayers_spectator_blocktime seconds
1982  */
1983 void checkSpectatorBlock() {
1984         if(IS_SPEC(self) || IS_OBSERVER(self)) {
1985                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1986                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1987                         dropclient(self);
1988                 }
1989         }
1990 }
1991
1992 void PrintWelcomeMessage()
1993 {
1994         if(self.motd_actived_time == 0)
1995         {
1996                 if (autocvar_g_campaign) {
1997                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1998                                 self.motd_actived_time = time;
1999                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2000                         }
2001                 } else {
2002                         if (self.BUTTON_INFO) {
2003                                 self.motd_actived_time = time;
2004                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2005                         }
2006                 }
2007         }
2008         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2009         {
2010                 if (autocvar_g_campaign) {
2011                         if (self.BUTTON_INFO)
2012                                 self.motd_actived_time = time;
2013                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2014                                 self.motd_actived_time = 0;
2015                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2016                         }
2017                 } else {
2018                         if (self.BUTTON_INFO)
2019                                 self.motd_actived_time = time;
2020                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2021                                 self.motd_actived_time = 0;
2022                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2023                         }
2024                 }
2025         }
2026         else //if(self.motd_actived_time < 0) // just connected, motd is active
2027         {
2028                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2029                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2030                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2031                 {
2032                         // instanctly hide MOTD
2033                         self.motd_actived_time = 0;
2034                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2035                 }
2036         }
2037 }
2038
2039 void ObserverThink()
2040 {
2041         float prefered_movetype;
2042         if (self.flags & FL_JUMPRELEASED) {
2043                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2044                         self.flags &= ~FL_JUMPRELEASED;
2045                         self.flags |= FL_SPAWNING;
2046                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2047                         self.flags &= ~FL_JUMPRELEASED;
2048                         if(SpectateNext()) {
2049                                 self.classname = "spectator";
2050                         }
2051                 } else {
2052                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2053                         if (self.movetype != prefered_movetype)
2054                                 self.movetype = prefered_movetype;
2055                 }
2056         } else {
2057                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2058                         self.flags |= FL_JUMPRELEASED;
2059                         if(self.flags & FL_SPAWNING)
2060                         {
2061                                 self.flags &= ~FL_SPAWNING;
2062                                 LeaveSpectatorMode();
2063                                 return;
2064                         }
2065                 }
2066         }
2067 }
2068
2069 void SpectatorThink()
2070 {
2071         if (self.flags & FL_JUMPRELEASED) {
2072                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2073                         self.flags &= ~FL_JUMPRELEASED;
2074                         self.flags |= FL_SPAWNING;
2075                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2076                         self.flags &= ~FL_JUMPRELEASED;
2077                         if(SpectateNext()) {
2078                                 self.classname = "spectator";
2079                         } else {
2080                                 self.classname = "observer";
2081                                 PutClientInServer();
2082                         }
2083                         self.impulse = 0;
2084                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2085                         self.flags &= ~FL_JUMPRELEASED;
2086                         if(SpectatePrev()) {
2087                                 self.classname = "spectator";
2088                         } else {
2089                                 self.classname = "observer";
2090                                 PutClientInServer();
2091                         }
2092                         self.impulse = 0;
2093                 } else if (self.BUTTON_ATCK2) {
2094                         self.flags &= ~FL_JUMPRELEASED;
2095                         self.classname = "observer";
2096                         PutClientInServer();
2097                 } else {
2098                         if(!SpectateUpdate())
2099                                 PutObserverInServer();
2100                 }
2101         } else {
2102                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2103                         self.flags |= FL_JUMPRELEASED;
2104                         if(self.flags & FL_SPAWNING)
2105                         {
2106                                 self.flags &= ~FL_SPAWNING;
2107                                 LeaveSpectatorMode();
2108                                 return;
2109                         }
2110                 }
2111                 if(!SpectateUpdate())
2112                         PutObserverInServer();
2113         }
2114
2115         self.flags |= FL_CLIENT | FL_NOTARGET;
2116 }
2117
2118 void PlayerUseKey()
2119 {
2120         if (!IS_PLAYER(self))
2121                 return;
2122
2123         if(self.vehicle)
2124         {
2125         vehicles_exit(VHEF_NORMAL);
2126         return;
2127         }
2128
2129         // a use key was pressed; call handlers
2130         MUTATOR_CALLHOOK(PlayerUseKey);
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 items_added;
2143 void PlayerPreThink (void)
2144 {
2145         WarpZone_PlayerPhysics_FixVAngle();
2146
2147         self.stat_game_starttime = game_starttime;
2148         self.stat_round_starttime = round_starttime;
2149         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2150         self.stat_leadlimit = autocvar_leadlimit;
2151
2152         if(frametime)
2153         {
2154                 // physics frames: update anticheat stuff
2155                 anticheat_prethink();
2156         }
2157
2158         if(blockSpectators && frametime)
2159                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2160                 checkSpectatorBlock();
2161
2162         zoomstate_set = 0;
2163
2164         if(self.netname_previous != self.netname)
2165         {
2166                 if(autocvar_sv_eventlog)
2167                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2168                 if(self.netname_previous)
2169                         strunzone(self.netname_previous);
2170                 self.netname_previous = strzone(self.netname);
2171         }
2172
2173         // version nagging
2174         if(self.version_nagtime)
2175                 if(self.cvar_g_xonoticversion)
2176                         if(time > self.version_nagtime)
2177                         {
2178                                 // don't notify git users
2179                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2180                                 {
2181                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2182                                         {
2183                                                 // notify release users if connecting to git
2184                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2185                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2186                                         }
2187                                         else
2188                                         {
2189                                                 float r;
2190                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2191                                                 if(r < 0)
2192                                                 {
2193                                                         // give users new version
2194                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2195                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2196                                                 }
2197                                                 else if(r > 0)
2198                                                 {
2199                                                         // notify users about old server version
2200                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2201                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2202                                                 }
2203                                         }
2204                                 }
2205                                 self.version_nagtime = 0;
2206                         }
2207
2208         // GOD MODE info
2209         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2210         {
2211                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2212                 self.max_armorvalue = 0;
2213         }
2214
2215 #ifdef TETRIS
2216         if (TetrisPreFrame())
2217                 return;
2218 #endif
2219
2220         if(self.frozen == 2)
2221         {
2222                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2223                 self.health = max(1, self.revive_progress * start_health);
2224                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2225
2226                 if(self.revive_progress >= 1)
2227                         Unfreeze(self);
2228         }
2229         else if(self.frozen == 3)
2230         {
2231                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2232                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2233                 
2234                 if(self.health < 1)
2235                 {
2236                         if(self.vehicle)
2237                                 vehicles_exit(VHEF_RELESE);
2238                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2239                 }
2240                 else if ( self.revive_progress <= 0 )
2241                         Unfreeze(self);
2242         }
2243
2244         MUTATOR_CALLHOOK(PlayerPreThink);
2245
2246         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2247         {
2248                 if(self.BUTTON_USE && !self.usekeypressed)
2249                         PlayerUseKey();
2250                 self.usekeypressed = self.BUTTON_USE;
2251         }
2252
2253         if(IS_REAL_CLIENT(self))
2254                 PrintWelcomeMessage();
2255
2256         if(IS_PLAYER(self))
2257         {
2258
2259                 CheckRules_Player();
2260
2261                 if (intermission_running)
2262                 {
2263                         IntermissionThink ();   // otherwise a button could be missed between
2264                         return;                                 // the think tics
2265                 }
2266
2267                 //don't allow the player to turn around while game is paused!
2268                 if(timeout_status == TIMEOUT_ACTIVE) {
2269                         // FIXME turn this into CSQC stuff
2270                         self.v_angle = self.lastV_angle;
2271                         self.angles = self.lastV_angle;
2272                         self.fixangle = TRUE;
2273                 }
2274
2275                 if(frametime)
2276                 {
2277                         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2278                         {
2279                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2280                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2281                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2282
2283                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2284                                 {
2285                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2286                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2287                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2288                                 }
2289                         }
2290                         else
2291                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2292
2293                         player_powerups();
2294                 }
2295
2296                 if (self.deadflag != DEAD_NO)
2297                 {
2298                         if(self.personal && g_race_qualifying)
2299                         {
2300                                 if(time > self.respawn_time)
2301                                 {
2302                                         self.respawn_time = time + 1; // only retry once a second
2303                                         self.stat_respawn_time = self.respawn_time;
2304                                         respawn();
2305                                         self.impulse = 141;
2306                                 }
2307                         }
2308                         else
2309                         {
2310                                 float button_pressed;
2311                                 if(frametime)
2312                                         player_anim();
2313                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2314
2315                                 if (self.deadflag == DEAD_DYING)
2316                                 {
2317                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2318                                                 self.deadflag = DEAD_RESPAWNING;
2319                                         else if(!button_pressed)
2320                                                 self.deadflag = DEAD_DEAD;
2321                                 }
2322                                 else if (self.deadflag == DEAD_DEAD)
2323                                 {
2324                                         if(button_pressed)
2325                                                 self.deadflag = DEAD_RESPAWNABLE;
2326                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2327                                                 self.deadflag = DEAD_RESPAWNING;
2328                                 }
2329                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2330                                 {
2331                                         if(!button_pressed)
2332                                                 self.deadflag = DEAD_RESPAWNING;
2333                                 }
2334                                 else if (self.deadflag == DEAD_RESPAWNING)
2335                                 {
2336                                         if(time > self.respawn_time)
2337                                         {
2338                                                 self.respawn_time = time + 1; // only retry once a second
2339                                                 self.respawn_time_max = self.respawn_time;
2340                                                 respawn();
2341                                         }
2342                                 }
2343
2344                                 ShowRespawnCountdown();
2345
2346                                 if(self.respawn_flags & RESPAWN_SILENT)
2347                                         self.stat_respawn_time = 0;
2348                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2349                                         self.stat_respawn_time = self.respawn_time_max;
2350                                 else
2351                                         self.stat_respawn_time = self.respawn_time;
2352                         }
2353
2354                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2355                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2356                                 self.stat_respawn_time *= -1;
2357
2358                         return;
2359                 }
2360
2361                 self.prevorigin = self.origin;
2362
2363                 float do_crouch = self.BUTTON_CROUCH;
2364                 if(self.hook.state)
2365                         do_crouch = 0;
2366                 if(self.vehicle)
2367                         do_crouch = 0;
2368                 if(self.frozen)
2369                         do_crouch = 0;
2370
2371                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2372                 // It cannot be predicted by the engine! 
2373                 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2374                         do_crouch = 0;
2375
2376                 if (do_crouch)
2377                 {
2378                         if (!self.crouch)
2379                         {
2380                                 self.crouch = TRUE;
2381                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2382                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2383                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2384                         }
2385                 }
2386                 else
2387                 {
2388                         if (self.crouch)
2389                         {
2390                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2391                                 if (!trace_startsolid)
2392                                 {
2393                                         self.crouch = FALSE;
2394                                         self.view_ofs = PL_VIEW_OFS;
2395                                         setsize (self, PL_MIN, PL_MAX);
2396                                 }
2397                         }
2398                 }
2399
2400                 FixPlayermodel();
2401
2402                 GrapplingHookFrame();
2403
2404                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2405                 //if(frametime)
2406                 {
2407                         self.items &= ~self.items_added;
2408
2409                         W_WeaponFrame();
2410
2411                         self.items_added = 0;
2412                         if(self.items & IT_JETPACK)
2413                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2414                                         self.items_added |= IT_FUEL;
2415
2416                         self.items |= self.items_added;
2417                 }
2418
2419                 player_regen();
2420
2421                 // WEAPONTODO: Add a weapon request for this 
2422                 // rot nex charge to the charge limit
2423                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2424                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2425
2426                 if(frametime)
2427                         player_anim();
2428
2429                 // secret status
2430                 secrets_setstatus();
2431
2432                 // monsters status
2433                 monsters_setstatus();
2434
2435                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2436
2437                 //self.angles_y=self.v_angle_y + 90;   // temp
2438         } else if(gameover) {
2439                 if (intermission_running)
2440                         IntermissionThink ();   // otherwise a button could be missed between
2441                 return;
2442         } else if(IS_OBSERVER(self)) {
2443                 ObserverThink();
2444         } else if(IS_SPEC(self)) {
2445                 SpectatorThink();
2446         }
2447
2448         // WEAPONTODO: Add weapon request for this
2449         if(!zoomstate_set)
2450                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2451
2452         float oldspectatee_status;
2453         oldspectatee_status = self.spectatee_status;
2454         if(IS_SPEC(self))
2455                 self.spectatee_status = num_for_edict(self.enemy);
2456         else if(IS_OBSERVER(self))
2457                 self.spectatee_status = num_for_edict(self);
2458         else
2459                 self.spectatee_status = 0;
2460         if(self.spectatee_status != oldspectatee_status)
2461         {
2462                 ClientData_Touch(self);
2463         }
2464
2465         if(self.teamkill_soundtime)
2466         if(time > self.teamkill_soundtime)
2467         {
2468                 self.teamkill_soundtime = 0;
2469
2470                 entity oldpusher, oldself;
2471
2472                 oldself = self; self = self.teamkill_soundsource;
2473                 oldpusher = self.pusher; self.pusher = oldself;
2474
2475                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2476
2477                 self.pusher = oldpusher;
2478                 self = oldself;
2479         }
2480
2481         if(self.taunt_soundtime)
2482         if(time > self.taunt_soundtime)
2483         {
2484                 self.taunt_soundtime = 0;
2485                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2486         }
2487
2488         target_voicescript_next(self);
2489
2490         // WEAPONTODO: Move into weaponsystem somehow
2491         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2492         if(!self.weapon)
2493                 self.clip_load = self.clip_size = 0;
2494 }
2495
2496 float isInvisibleString(string s)
2497 {
2498         float i, n, c;
2499         s = strdecolorize(s);
2500         for((i = 0), (n = strlen(s)); i < n; ++i)
2501         {
2502                 c = str2chr(s, i);
2503                 switch(c)
2504                 {
2505                         case 0:
2506                         case 32: // space
2507                                 break;
2508                         case 192: // charmap space
2509                                 if (!autocvar_utf8_enable)
2510                                         break;
2511                                 return FALSE;
2512                         case 160: // space in unicode fonts
2513                         case 0xE000 + 192: // utf8 charmap space
2514                                 if (autocvar_utf8_enable)
2515                                         break;
2516                         default:
2517                                 return FALSE;
2518                 }
2519         }
2520         return TRUE;
2521 }
2522
2523 /*
2524 =============
2525 PlayerPostThink
2526
2527 Called every frame for each client after the physics are run
2528 =============
2529 */
2530 .float idlekick_lasttimeleft;
2531 void PlayerPostThink (void)
2532 {
2533         // Savage: Check for nameless players
2534         if (isInvisibleString(self.netname)) {
2535                 self.netname = "Player";
2536                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2537         }
2538
2539         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2540         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2541         {
2542                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2543                 {
2544                         if(self.idlekick_lasttimeleft)
2545                         {
2546                                 self.idlekick_lasttimeleft = 0;
2547                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2548                         }
2549                 }
2550                 else
2551                 {
2552                         float timeleft;
2553                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2554                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2555                         {
2556                                 if(!self.idlekick_lasttimeleft)
2557                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2558                         }
2559                         if(timeleft <= 0)
2560                         {
2561                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2562                                 dropclient(self);
2563                                 return;
2564                         }
2565                         else if(timeleft <= 10)
2566                         {
2567                                 if(timeleft != self.idlekick_lasttimeleft)
2568                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2569                                 self.idlekick_lasttimeleft = timeleft;
2570                         }
2571                 }
2572         }
2573
2574 #ifdef TETRIS
2575         if(self.impulse == 100)
2576                 ImpulseCommands();
2577         if (!TetrisPostFrame())
2578         {
2579 #endif
2580
2581         CheatFrame();
2582
2583         //CheckPlayerJump();
2584
2585         if(IS_PLAYER(self)) {
2586                 CheckRules_Player();
2587                 UpdateChatBubble();
2588                 if (self.impulse)
2589                         ImpulseCommands();
2590                 if (intermission_running)
2591                         return;         // intermission or finale
2592                 GetPressedKeys();
2593         }
2594
2595 #ifdef TETRIS
2596         }
2597 #endif
2598
2599         /*
2600         float i;
2601         for(i = 0; i < 1000; ++i)
2602         {
2603                 vector end;
2604                 end = self.origin + '0 0 1024' + 512 * randomvec();
2605                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2606                 if(trace_fraction < 1)
2607                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2608                 {
2609                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2610                         break;
2611                 }
2612         }
2613         */
2614
2615         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2616
2617         if(self.waypointsprite_attachedforcarrier)
2618                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2619
2620         playerdemo_write();
2621
2622         CSQCMODEL_AUTOUPDATE();
2623 }