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Merge branches 'TimePath/weaponsys' and 'Mario/modpack'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "cl_client.qh"
2
3 #include "waypointsprites.qh"
4
5 #include "anticheat.qh"
6 #include "cl_impulse.qh"
7 #include "cl_player.qh"
8 #include "ent_cs.qh"
9 #include "ipban.qh"
10 #include "miscfunctions.qh"
11 #include "portals.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "g_damage.qh"
16 #include "g_hook.qh"
17 #include "command/common.qh"
18 #include "cheats.qh"
19 #include "g_world.qh"
20 #include "race.qh"
21 #include "antilag.qh"
22 #include "campaign.qh"
23 #include "command/common.qh"
24
25 #include "bot/bot.qh"
26 #include "bot/navigation.qh"
27
28 #include "vehicles/vehicle.qh"
29
30 #include "weapons/hitplot.qh"
31 #include "weapons/weaponsystem.qh"
32
33 #include "../common/net_notice.qh"
34 #include "../common/physics.qh"
35
36 #include "../common/items/all.qc"
37
38 #include "../common/triggers/subs.qh"
39 #include "../common/triggers/triggers.qh"
40 #include "../common/triggers/trigger/secret.qh"
41
42 #include "../common/items/inventory.qh"
43
44 #include "../common/monsters/sv_monsters.qh"
45
46 #include "../warpzonelib/server.qh"
47
48
49 void send_CSQC_teamnagger() {
50         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
51         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
52 }
53
54 float ClientData_Send(entity to, int sf)
55 {
56         if(to != self.owner)
57         {
58                 error("wtf");
59                 return false;
60         }
61
62         entity e;
63
64         e = to;
65         if(IS_SPEC(to))
66                 e = to.enemy;
67
68         sf = 0;
69
70         if(e.race_completed)
71                 sf |= 1; // forced scoreboard
72         if(to.spectatee_status)
73                 sf |= 2; // spectator ent number follows
74         if(e.zoomstate)
75                 sf |= 4; // zoomed
76         if(e.porto_v_angle_held)
77                 sf |= 8; // angles held
78
79         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
80         WriteByte(MSG_ENTITY, sf);
81
82         if(sf & 2)
83                 WriteByte(MSG_ENTITY, to.spectatee_status);
84
85         if(sf & 8)
86         {
87                 WriteAngle(MSG_ENTITY, e.v_angle.x);
88                 WriteAngle(MSG_ENTITY, e.v_angle.y);
89         }
90
91         return true;
92 }
93
94 void ClientData_Attach()
95 {
96         Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
97         self.clientdata.drawonlytoclient = self;
98         self.clientdata.owner = self;
99 }
100
101 void ClientData_Detach()
102 {
103         remove(self.clientdata);
104         self.clientdata = world;
105 }
106
107 void ClientData_Touch(entity e)
108 {
109         e.clientdata.SendFlags = 1;
110
111         // make it spectatable
112         entity e2;
113         FOR_EACH_REALCLIENT(e2)
114         {
115                 if(e2 != e)
116                         if(IS_SPEC(e2))
117                                 if(e2.enemy == e)
118                                         e2.clientdata.SendFlags = 1;
119         }
120 }
121
122 .string netname_previous;
123
124 void SetSpectator(entity player, entity spectatee);
125
126
127 /*
128 =============
129 CheckPlayerModel
130
131 Checks if the argument string can be a valid playermodel.
132 Returns a valid one in doubt.
133 =============
134 */
135 string FallbackPlayerModel;
136 string CheckPlayerModel(string plyermodel) {
137         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
138         {
139                 // note: we cannot summon Don Strunzone here, some player may
140                 // still have the model string set. In case anyone manages how
141                 // to change a cvar default, we'll have a small leak here.
142                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
143         }
144         // only in right path
145         if( substring(plyermodel,0,14) != "models/player/")
146                 return FallbackPlayerModel;
147         // only good file extensions
148         if(substring(plyermodel,-4,4) != ".zym")
149         if(substring(plyermodel,-4,4) != ".dpm")
150         if(substring(plyermodel,-4,4) != ".iqm")
151         if(substring(plyermodel,-4,4) != ".md3")
152         if(substring(plyermodel,-4,4) != ".psk")
153                 return FallbackPlayerModel;
154         // forbid the LOD models
155         if(substring(plyermodel, -9,5) == "_lod1")
156                 return FallbackPlayerModel;
157         if(substring(plyermodel, -9,5) == "_lod2")
158                 return FallbackPlayerModel;
159         if(plyermodel != strtolower(plyermodel))
160                 return FallbackPlayerModel;
161         // also, restrict to server models
162         if(autocvar_sv_servermodelsonly)
163         {
164                 if(!fexists(plyermodel))
165                         return FallbackPlayerModel;
166         }
167         return plyermodel;
168 }
169
170 void setplayermodel(entity e, string modelname)
171 {
172         precache_model(modelname);
173         setmodel(e, modelname);
174         player_setupanimsformodel();
175         UpdatePlayerSounds();
176 }
177
178 /*
179 =============
180 PutObserverInServer
181
182 putting a client as observer in the server
183 =============
184 */
185 void FixPlayermodel();
186 void PutObserverInServer (void)
187 {
188         entity  spot;
189     self.hud = HUD_NORMAL;
190
191         if(IS_PLAYER(self)) { Send_Effect("spawn_event_neutral", self.origin, '0 0 0', 1); }
192
193         spot = SelectSpawnPoint (true);
194         if(!spot)
195                 error("No spawnpoints for observers?!?\n");
196         RemoveGrapplingHook(self); // Wazat's Grappling Hook
197
198         if(IS_REAL_CLIENT(self))
199         {
200                 Item_ItemsTime_SetTimesForPlayer(self);
201                 msg_entity = self;
202                 WriteByte(MSG_ONE, SVC_SETVIEW);
203                 WriteEntity(MSG_ONE, self);
204         }
205
206         self.frags = FRAGS_SPECTATOR;
207
208         MUTATOR_CALLHOOK(MakePlayerObserver);
209
210         Portal_ClearAll(self);
211
212         Unfreeze(self);
213
214         if(self.alivetime)
215         {
216                 if(!warmup_stage)
217                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
218                 self.alivetime = 0;
219         }
220
221         if(self.vehicle)
222                 vehicles_exit(VHEF_RELESE);
223
224         WaypointSprite_PlayerDead();
225
226         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
227                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
228
229         if(self.killcount != -666)
230         {
231                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
232                 if(!intermission_running)
233                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
234                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
235
236                 if(self.just_joined == false) {
237                         LogTeamchange(self.playerid, -1, 4);
238                 } else
239                         self.just_joined = false;
240         }
241
242         PlayerScore_Clear(self); // clear scores when needed
243
244         accuracy_resend(self);
245
246         self.spectatortime = time;
247
248         self.classname = "observer";
249         self.iscreature = false;
250         self.teleportable = TELEPORT_SIMPLE;
251         self.damagedbycontents = false;
252         self.health = -666;
253         self.takedamage = DAMAGE_NO;
254         self.solid = SOLID_NOT;
255         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
256         self.flags = FL_CLIENT | FL_NOTARGET;
257         self.armorvalue = 666;
258         self.effects = 0;
259         self.armorvalue = autocvar_g_balance_armor_start;
260         self.pauserotarmor_finished = 0;
261         self.pauserothealth_finished = 0;
262         self.pauseregen_finished = 0;
263         self.damageforcescale = 0;
264         self.death_time = 0;
265         self.respawn_flags = 0;
266         self.respawn_time = 0;
267         self.stat_respawn_time = 0;
268         self.alpha = 0;
269         self.scale = 0;
270         self.fade_time = 0;
271         self.pain_frame = 0;
272         self.pain_finished = 0;
273         self.strength_finished = 0;
274         self.invincible_finished = 0;
275         self.superweapons_finished = 0;
276         self.pushltime = 0;
277         self.istypefrag = 0;
278         self.think = func_null;
279         self.nextthink = 0;
280         self.hook_time = 0;
281         self.deadflag = DEAD_NO;
282         self.angles = spot.angles;
283         self.angles_z = 0;
284         self.fixangle = true;
285         self.crouch = false;
286         self.revival_time = 0;
287
288         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
289         self.prevorigin = self.origin;
290         self.items = 0;
291         self.weapons = '0 0 0';
292         self.model = "";
293         FixPlayermodel();
294         setmodel(self, "null");
295         self.drawonlytoclient = self;
296
297         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
298         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
299
300         self.weapon = 0;
301         self.weaponname = "";
302         self.switchingweapon = 0;
303         self.weaponmodel = "";
304         self.weaponentity = world;
305         self.exteriorweaponentity = world;
306         self.killcount = -666;
307         self.velocity = '0 0 0';
308         self.avelocity = '0 0 0';
309         self.punchangle = '0 0 0';
310         self.punchvector = '0 0 0';
311         self.oldvelocity = self.velocity;
312         self.fire_endtime = -1;
313         self.event_damage = func_null;
314 }
315
316 .float model_randomizer;
317 void FixPlayermodel()
318 {
319         string defaultmodel;
320         float defaultskin, chmdl, oldskin, n, i;
321         vector m1, m2;
322
323         defaultmodel = "";
324         defaultskin = 0;
325         chmdl = false;
326
327         if(autocvar_sv_defaultcharacter)
328         {
329                 if(teamplay)
330                 {
331                         string s;
332                         s = Static_Team_ColorName_Lower(self.team);
333                         if(s != "neutral")
334                         {
335                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
336                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
337                         }
338                 }
339
340                 if(defaultmodel == "")
341                 {
342                         defaultmodel = autocvar_sv_defaultplayermodel;
343                         defaultskin = autocvar_sv_defaultplayerskin;
344                 }
345
346                 n = tokenize_console(defaultmodel);
347                 if(n > 0)
348                 {
349                         defaultmodel = argv(floor(n * self.model_randomizer));
350                         // However, do NOT randomize if the player-selected model is in the list.
351                         for (i = 0; i < n; ++i)
352                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
353                                         defaultmodel = argv(i);
354                 }
355
356                 i = strstrofs(defaultmodel, ":", 0);
357                 if(i >= 0)
358                 {
359                         defaultskin = stof(substring(defaultmodel, i+1, -1));
360                         defaultmodel = substring(defaultmodel, 0, i);
361                 }
362         }
363
364         if(defaultmodel != "")
365         {
366                 if (defaultmodel != self.model)
367                 {
368                         m1 = self.mins;
369                         m2 = self.maxs;
370                         setplayermodel (self, defaultmodel);
371                         setsize (self, m1, m2);
372                         chmdl = true;
373                 }
374
375                 oldskin = self.skin;
376                 self.skin = defaultskin;
377         } else {
378                 if (self.playermodel != self.model || self.playermodel == "")
379                 {
380                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
381                         m1 = self.mins;
382                         m2 = self.maxs;
383                         setplayermodel (self, self.playermodel);
384                         setsize (self, m1, m2);
385                         chmdl = true;
386                 }
387
388                 oldskin = self.skin;
389                 self.skin = stof(self.playerskin);
390         }
391
392         if(chmdl || oldskin != self.skin) // model or skin has changed
393         {
394                 self.species = player_getspecies(); // update species
395                 UpdatePlayerSounds(); // update skin sounds
396         }
397
398         if(!teamplay)
399                 if(strlen(autocvar_sv_defaultplayercolors))
400                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
401                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
402 }
403
404 /*
405 =============
406 PutClientInServer
407
408 Called when a client spawns in the server
409 =============
410 */
411 void PutClientInServer (void)
412 {
413         if(IS_BOT_CLIENT(self))
414                 self.classname = "player";
415         else if(IS_REAL_CLIENT(self))
416         {
417                 msg_entity = self;
418                 WriteByte(MSG_ONE, SVC_SETVIEW);
419                 WriteEntity(MSG_ONE, self);
420         }
421
422         SetSpectator(self, world);
423
424         // reset player keys
425         self.itemkeys = 0;
426
427         MUTATOR_CALLHOOK(PutClientInServer, self);
428
429         if(gameover)
430                 self.classname = "observer";
431
432         if(IS_PLAYER(self))
433         {
434                 entity spot, oldself;
435
436                 accuracy_resend(self);
437
438                 if(self.team < 0)
439                         JoinBestTeam(self, false, true);
440
441                 spot = SelectSpawnPoint (false);
442                 if(!spot)
443                 {
444                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
445                         return; // spawn failed
446                 }
447
448                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
449
450                 if(self.vehicle)
451                         vehicles_exit(VHEF_RELESE);
452
453                 self.classname = "player";
454                 self.wasplayer = true;
455                 self.iscreature = true;
456                 self.teleportable = TELEPORT_NORMAL;
457                 self.damagedbycontents = true;
458                 self.movetype = MOVETYPE_WALK;
459                 self.solid = SOLID_SLIDEBOX;
460                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
461                 if(autocvar_g_playerclip_collisions)
462                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
463                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
464                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
465                 self.frags = FRAGS_PLAYER;
466                 if(INDEPENDENT_PLAYERS)
467                         MAKE_INDEPENDENT_PLAYER(self);
468                 self.flags = FL_CLIENT;
469                 if(autocvar__notarget)
470                         self.flags |= FL_NOTARGET;
471                 self.takedamage = DAMAGE_AIM;
472                 self.effects = 0;
473                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
474                 self.air_finished = time + 12;
475                 self.dmg = 2;
476                 if(WEP_CVAR(vortex, charge))
477                 {
478                         if(WEP_CVAR_SEC(vortex, chargepool))
479                                 self.vortex_chargepool_ammo = 1;
480                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
481                 }
482
483                 if(warmup_stage)
484                 {
485                         self.ammo_shells = warmup_start_ammo_shells;
486                         self.ammo_nails = warmup_start_ammo_nails;
487                         self.ammo_rockets = warmup_start_ammo_rockets;
488                         self.ammo_cells = warmup_start_ammo_cells;
489                         self.ammo_plasma = warmup_start_ammo_plasma;
490                         self.ammo_fuel = warmup_start_ammo_fuel;
491                         self.health = warmup_start_health;
492                         self.armorvalue = warmup_start_armorvalue;
493                         self.weapons = WARMUP_START_WEAPONS;
494                 }
495                 else
496                 {
497                         self.ammo_shells = start_ammo_shells;
498                         self.ammo_nails = start_ammo_nails;
499                         self.ammo_rockets = start_ammo_rockets;
500                         self.ammo_cells = start_ammo_cells;
501                         self.ammo_plasma = start_ammo_plasma;
502                         self.ammo_fuel = start_ammo_fuel;
503                         self.health = start_health;
504                         self.armorvalue = start_armorvalue;
505                         self.weapons = start_weapons;
506                 }
507
508                 if(self.weapons & WEPSET_SUPERWEAPONS)
509                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
510                 else
511                         self.superweapons_finished = 0;
512
513                 if(!warmup_stage)
514                         Item_ItemsTime_ResetTimesForPlayer(self);
515
516                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
517                 {
518                         if(g_weaponarena_random_with_blaster)
519                                 self.weapons &= ~WEPSET_BLASTER;
520                         W_RandomWeapons(self, g_weaponarena_random);
521                         if(g_weaponarena_random_with_blaster)
522                                 self.weapons |= WEPSET_BLASTER;
523                 }
524
525                 self.items = start_items;
526
527                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
528                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
529                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
530                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
531                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
532                 //extend the pause of rotting if client was reset at the beginning of the countdown
533                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
534                         self.spawnshieldtime += game_starttime - time;
535                         self.pauserotarmor_finished += game_starttime - time;
536                         self.pauserothealth_finished += game_starttime - time;
537                         self.pauseregen_finished += game_starttime - time;
538                 }
539                 self.damageforcescale = 2;
540                 self.death_time = 0;
541                 self.respawn_flags = 0;
542                 self.respawn_time = 0;
543                 self.stat_respawn_time = 0;
544                 self.scale = autocvar_sv_player_scale;
545                 self.fade_time = 0;
546                 self.pain_frame = 0;
547                 self.pain_finished = 0;
548                 self.strength_finished = 0;
549                 self.invincible_finished = 0;
550                 self.pushltime = 0;
551                 // players have no think function
552                 self.think = func_null;
553                 self.nextthink = 0;
554                 self.hook_time = 0;
555                 self.dmg_team = 0;
556                 self.ballistics_density = autocvar_g_ballistics_density_player;
557
558                 self.metertime = 0;
559
560                 self.deadflag = DEAD_NO;
561
562                 self.angles = spot.angles;
563
564                 self.angles_z = 0; // never spawn tilted even if the spot says to
565                 if(IS_BOT_CLIENT(self))
566                         self.v_angle = self.angles;
567                 self.fixangle = true; // turn this way immediately
568                 self.velocity = '0 0 0';
569                 self.avelocity = '0 0 0';
570                 self.punchangle = '0 0 0';
571                 self.punchvector = '0 0 0';
572                 self.oldvelocity = self.velocity;
573                 self.fire_endtime = -1;
574                 self.revival_time = 0;
575
576                 entity spawnevent = spawn();
577                 spawnevent.owner = self;
578                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
579
580                 // Cut off any still running player sounds.
581                 stopsound(self, CH_PLAYER_SINGLE);
582
583                 self.model = "";
584                 FixPlayermodel();
585                 self.drawonlytoclient = world;
586
587                 self.crouch = false;
588                 self.view_ofs = PL_VIEW_OFS;
589                 setsize (self, PL_MIN, PL_MAX);
590                 self.spawnorigin = spot.origin;
591                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
592                 // don't reset back to last position, even if new position is stuck in solid
593                 self.oldorigin = self.origin;
594                 self.prevorigin = self.origin;
595                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
596                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
597         self.hud = HUD_NORMAL;
598
599                 self.event_damage = PlayerDamage;
600
601                 self.bot_attack = true;
602                 self.monster_attack = true;
603
604                 self.spider_slowness = 0;
605
606                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
607
608                 if(self.killcount == -666) {
609                         PlayerScore_Clear(self);
610                         self.killcount = 0;
611                 }
612
613                 CL_SpawnWeaponentity();
614                 self.alpha = default_player_alpha;
615                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
616                 self.exteriorweaponentity.alpha = default_weapon_alpha;
617
618                 self.speedrunning = false;
619
620                 //stuffcmd(self, "chase_active 0");
621                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
622
623                 target_voicescript_clear(self);
624
625                 // reset fields the weapons may use
626                 for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
627                 {
628                         WEP_ACTION(j, WR_RESETPLAYER);
629
630                         // all weapons must be fully loaded when we spawn
631                         entity e = get_weaponinfo(j);
632                         if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
633                                 self.(weapon_load[j]) = e.reloading_ammo;
634                 }
635
636                 oldself = self;
637                 self = spot;
638                         activator = oldself;
639                                 string s;
640                                 s = self.target;
641                                 self.target = string_null;
642                                 SUB_UseTargets();
643                                 self.target = s;
644                         activator = world;
645                 self = oldself;
646
647                 Unfreeze(self);
648
649                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
650
651                 if(autocvar_spawn_debug)
652                 {
653                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
654                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
655                 }
656
657                 self.switchweapon = w_getbestweapon(self);
658                 self.cnt = -1; // W_LastWeapon will not complain
659                 self.weapon = 0;
660                 self.weaponname = "";
661                 self.switchingweapon = 0;
662
663                 if(!warmup_stage)
664                         if(!self.alivetime)
665                                 self.alivetime = time;
666
667                 antilag_clear(self);
668         }
669         else if(IS_OBSERVER(self))
670         {
671                 PutObserverInServer ();
672         }
673 }
674
675 .float ebouncefactor, ebouncestop; // electro's values
676 // TODO do we need all these fields, or should we stop autodetecting runtime
677 // changes and just have a console command to update this?
678 float ClientInit_SendEntity(entity to, int sf)
679 {
680         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
681         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
682         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
683         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
684         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
685         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
686         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
687         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
688         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
689         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
690
691         if(sv_foginterval && world.fog != "")
692                 WriteString(MSG_ENTITY, world.fog);
693         else
694                 WriteString(MSG_ENTITY, "");
695         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
696         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
697         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
698         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
699         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
700         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
701         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
702         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
703         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
704         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
705         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
706         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
707         return true;
708 }
709
710 void ClientInit_CheckUpdate()
711 {
712         self.nextthink = time;
713         if(self.count != autocvar_g_balance_armor_blockpercent)
714         {
715                 self.count = autocvar_g_balance_armor_blockpercent;
716                 self.SendFlags |= 1;
717         }
718         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
719         {
720                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
721                 self.SendFlags |= 1;
722         }
723         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
724         {
725                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
726                 self.SendFlags |= 1;
727         }
728         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
729         {
730                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
731                 self.SendFlags |= 1;
732         }
733         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
734         {
735                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
736                 self.SendFlags |= 1;
737         }
738 }
739
740 void ClientInit_Spawn()
741 {
742         entity o;
743         entity e;
744         e = spawn();
745         e.classname = "clientinit";
746         e.think = ClientInit_CheckUpdate;
747         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
748
749         o = self;
750         self = e;
751         ClientInit_CheckUpdate();
752         self = o;
753 }
754
755 /*
756 =============
757 SetNewParms
758 =============
759 */
760 void SetNewParms (void)
761 {
762         // initialize parms for a new player
763         parm1 = -(86400 * 366);
764 }
765
766 /*
767 =============
768 SetChangeParms
769 =============
770 */
771 void SetChangeParms (void)
772 {
773         // save parms for level change
774         parm1 = self.parm_idlesince - time;
775 }
776
777 /*
778 =============
779 DecodeLevelParms
780 =============
781 */
782 void DecodeLevelParms (void)
783 {
784         // load parms
785         self.parm_idlesince = parm1;
786         if(self.parm_idlesince == -(86400 * 366))
787                 self.parm_idlesince = time;
788
789         // whatever happens, allow 60 seconds of idling directly after connect for map loading
790         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
791 }
792
793 /*
794 =============
795 ClientKill
796
797 Called when a client types 'kill' in the console
798 =============
799 */
800
801 .float clientkill_nexttime;
802 void ClientKill_Now_TeamChange()
803 {
804         if(self.killindicator_teamchange == -1)
805         {
806                 JoinBestTeam( self, false, true );
807         }
808         else if(self.killindicator_teamchange == -2)
809         {
810                 if(blockSpectators)
811                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
812                 PutObserverInServer();
813         }
814         else
815                 SV_ChangeTeam(self.killindicator_teamchange - 1);
816         self.killindicator_teamchange = 0;
817 }
818
819 void ClientKill_Now()
820 {
821         if(self.vehicle)
822         {
823             vehicles_exit(VHEF_RELESE);
824             if(!self.killindicator_teamchange)
825             {
826             self.vehicle_health = -1;
827             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
828             }
829         }
830
831         if(self.killindicator && !wasfreed(self.killindicator))
832                 remove(self.killindicator);
833
834         self.killindicator = world;
835
836         if(self.killindicator_teamchange)
837                 ClientKill_Now_TeamChange();
838
839         if(IS_PLAYER(self))
840                 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
841
842         // now I am sure the player IS dead
843 }
844 void KillIndicator_Think()
845 {
846         if (gameover)
847         {
848                 self.owner.killindicator = world;
849                 remove(self);
850                 return;
851         }
852
853         if (self.owner.alpha < 0 && !self.owner.vehicle)
854         {
855                 self.owner.killindicator = world;
856                 remove(self);
857                 return;
858         }
859
860         if(self.cnt <= 0)
861         {
862                 self = self.owner;
863                 ClientKill_Now(); // no oldself needed
864                 return;
865         }
866     else if(g_cts && self.health == 1) // health == 1 means that it's silent
867     {
868         self.nextthink = time + 1;
869         self.cnt -= 1;
870     }
871         else
872         {
873                 if(self.cnt <= 10)
874                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
875                 if(IS_REAL_CLIENT(self.owner))
876                 {
877                         if(self.cnt <= 10)
878                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
879                 }
880                 self.nextthink = time + 1;
881                 self.cnt -= 1;
882         }
883 }
884
885 float clientkilltime;
886 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
887 {
888         float killtime;
889         float starttime;
890         entity e;
891
892         if (gameover)
893                 return;
894
895         killtime = autocvar_g_balance_kill_delay;
896
897         if(g_race_qualifying || g_cts)
898                 killtime = 0;
899
900     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
901     {
902                 remove(self.killindicator);
903                 self.killindicator = world;
904
905         ClientKill_Now(); // allow instant kill in this case
906         return;
907     }
908
909         self.killindicator_teamchange = targetteam;
910
911     if(!self.killindicator)
912         {
913                 if(self.deadflag == DEAD_NO)
914                 {
915                         killtime = max(killtime, self.clientkill_nexttime - time);
916                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
917                 }
918
919                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
920                 {
921                         ClientKill_Now();
922                 }
923                 else
924                 {
925                         starttime = max(time, clientkilltime);
926
927                         self.killindicator = spawn();
928                         self.killindicator.owner = self;
929                         self.killindicator.scale = 0.5;
930                         setattachment(self.killindicator, self, "");
931                         setorigin(self.killindicator, '0 0 52');
932                         self.killindicator.think = KillIndicator_Think;
933                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
934                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
935                         self.killindicator.cnt = ceil(killtime);
936                         self.killindicator.count = bound(0, ceil(killtime), 10);
937                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
938
939                         for(e = world; (e = find(e, classname, "body")) != world; )
940                         {
941                                 if(e.enemy != self)
942                                         continue;
943                                 e.killindicator = spawn();
944                                 e.killindicator.owner = e;
945                                 e.killindicator.scale = 0.5;
946                                 setattachment(e.killindicator, e, "");
947                                 setorigin(e.killindicator, '0 0 52');
948                                 e.killindicator.think = KillIndicator_Think;
949                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
950                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
951                                 e.killindicator.cnt = ceil(killtime);
952                         }
953                         self.lip = 0;
954                 }
955         }
956         if(self.killindicator)
957         {
958                 if(targetteam == 0) // just die
959                 {
960                         self.killindicator.colormod = '0 0 0';
961                         if(IS_REAL_CLIENT(self))
962                         if(self.killindicator.cnt > 0)
963                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
964                 }
965                 else if(targetteam == -1) // auto
966                 {
967                         self.killindicator.colormod = '0 1 0';
968                         if(IS_REAL_CLIENT(self))
969                         if(self.killindicator.cnt > 0)
970                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
971                 }
972                 else if(targetteam == -2) // spectate
973                 {
974                         self.killindicator.colormod = '0.5 0.5 0.5';
975                         if(IS_REAL_CLIENT(self))
976                         if(self.killindicator.cnt > 0)
977                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
978                 }
979                 else
980                 {
981                         self.killindicator.colormod = Team_ColorRGB(targetteam);
982                         if(IS_REAL_CLIENT(self))
983                         if(self.killindicator.cnt > 0)
984                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
985                 }
986         }
987
988 }
989
990 void ClientKill (void)
991 {
992         if(gameover) return;
993         if(self.player_blocked) return;
994         if(self.frozen) return;
995
996         ClientKill_TeamChange(0);
997 }
998
999 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
1000 {
1001     e.killindicator = spawn();
1002     e.killindicator.owner = e;
1003     e.killindicator.think = KillIndicator_Think;
1004     e.killindicator.nextthink = time + (e.lip) * 0.05;
1005     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
1006     e.killindicator.health = 1; // this is used to indicate that it should be silent
1007     e.lip = 0;
1008 }
1009
1010 void FixClientCvars(entity e)
1011 {
1012         // send prediction settings to the client
1013         stuffcmd(e, "\nin_bindmap 0 0\n");
1014         if(g_race || g_cts)
1015                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
1016         if(autocvar_g_antilag == 3) // client side hitscan
1017                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1018         if(autocvar_sv_gentle)
1019                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1020 }
1021
1022 float PlayerInIDList(entity p, string idlist)
1023 {
1024         float n, i;
1025         string s;
1026
1027         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1028         if (!p.crypto_idfp)
1029                 return 0;
1030
1031         // this function allows abbreviated player IDs too!
1032         n = tokenize_console(idlist);
1033         for(i = 0; i < n; ++i)
1034         {
1035                 s = argv(i);
1036                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1037                         return 1;
1038         }
1039
1040         return 0;
1041 }
1042
1043 #ifdef DP_EXT_PRECONNECT
1044 /*
1045 =============
1046 ClientPreConnect
1047
1048 Called once (not at each match start) when a client begins a connection to the server
1049 =============
1050 */
1051 void ClientPreConnect (void)
1052 {
1053         if(autocvar_sv_eventlog)
1054         {
1055                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1056                         self.playerid,
1057                         num_for_edict(self),
1058                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1059                 ));
1060         }
1061 }
1062 #endif
1063
1064 /*
1065 =============
1066 ClientConnect
1067
1068 Called when a client connects to the server
1069 =============
1070 */
1071 void DecodeLevelParms (void);
1072 //void dom_player_join_team(entity pl);
1073 void set_dom_state(entity e);
1074 void ClientConnect (void)
1075 {
1076         float t;
1077
1078         if(IS_CLIENT(self))
1079         {
1080                 print("Warning: ClientConnect, but already connected!\n");
1081                 return;
1082         }
1083
1084         if(Ban_MaybeEnforceBanOnce(self))
1085                 return;
1086
1087         DecodeLevelParms();
1088
1089 #ifdef WATERMARK
1090         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1091 #endif
1092
1093         self.classname = "player_joining";
1094
1095         self.flags = FL_CLIENT;
1096         self.version_nagtime = time + 10 + random() * 10;
1097
1098         if(player_count<0)
1099         {
1100                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1101                 player_count = 0;
1102         }
1103
1104         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1105
1106         PlayerScore_Attach(self);
1107         ClientData_Attach();
1108         accuracy_init(self);
1109         Inventory_new(self);
1110
1111         bot_clientconnect();
1112
1113         playerdemo_init();
1114
1115         anticheat_init();
1116
1117         // identify the right forced team
1118         if(autocvar_g_campaign)
1119         {
1120                 if(IS_REAL_CLIENT(self)) // only players, not bots
1121                 {
1122                         switch(autocvar_g_campaign_forceteam)
1123                         {
1124                                 case 1: self.team_forced = NUM_TEAM_1; break;
1125                                 case 2: self.team_forced = NUM_TEAM_2; break;
1126                                 case 3: self.team_forced = NUM_TEAM_3; break;
1127                                 case 4: self.team_forced = NUM_TEAM_4; break;
1128                                 default: self.team_forced = 0;
1129                         }
1130                 }
1131         }
1132         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1133                 self.team_forced = NUM_TEAM_1;
1134         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1135                 self.team_forced = NUM_TEAM_2;
1136         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1137                 self.team_forced = NUM_TEAM_3;
1138         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1139                 self.team_forced = NUM_TEAM_4;
1140         else if(autocvar_g_forced_team_otherwise == "red")
1141                 self.team_forced = NUM_TEAM_1;
1142         else if(autocvar_g_forced_team_otherwise == "blue")
1143                 self.team_forced = NUM_TEAM_2;
1144         else if(autocvar_g_forced_team_otherwise == "yellow")
1145                 self.team_forced = NUM_TEAM_3;
1146         else if(autocvar_g_forced_team_otherwise == "pink")
1147                 self.team_forced = NUM_TEAM_4;
1148         else if(autocvar_g_forced_team_otherwise == "spectate")
1149                 self.team_forced = -1;
1150         else if(autocvar_g_forced_team_otherwise == "spectator")
1151                 self.team_forced = -1;
1152         else
1153                 self.team_forced = 0;
1154
1155         if(!teamplay)
1156                 if(self.team_forced > 0)
1157                         self.team_forced = 0;
1158
1159         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1160
1161         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1162                 self.classname = "observer";
1163         } else {
1164                 if(teamplay)
1165                 {
1166                         if(autocvar_g_balance_teams)
1167                         {
1168                                 self.classname = "player";
1169                                 campaign_bots_may_start = 1;
1170                         }
1171                         else
1172                         {
1173                                 self.classname = "observer"; // do it anyway
1174                         }
1175                 }
1176                 else
1177                 {
1178                         self.classname = "player";
1179                         campaign_bots_may_start = 1;
1180                 }
1181         }
1182
1183         self.playerid = (playerid_last = playerid_last + 1);
1184
1185         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1186
1187     if(IS_BOT_CLIENT(self))
1188         PlayerStats_GameReport_AddPlayer(self);
1189
1190         if(autocvar_sv_eventlog)
1191                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1192
1193         LogTeamchange(self.playerid, self.team, 1);
1194
1195         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1196
1197         self.netname_previous = strzone(self.netname);
1198
1199         if(IS_PLAYER(self) && teamplay)
1200                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1201         else
1202                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1203
1204         stuffcmd(self, strcat(clientstuff, "\n"));
1205         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1206
1207         FixClientCvars(self);
1208
1209         // spawnfunc_waypoint sprites
1210         WaypointSprite_InitClient(self);
1211
1212         // Wazat's grappling hook
1213         SetGrappleHookBindings();
1214
1215         // Jetpack binds
1216         stuffcmd(self, "alias +jetpack +button10\n");
1217         stuffcmd(self, "alias -jetpack -button10\n");
1218
1219         // get version info from player
1220         stuffcmd(self, "cmd clientversion $gameversion\n");
1221
1222         // get other cvars from player
1223         GetCvars(0);
1224
1225         // notify about available teams
1226         if(teamplay)
1227         {
1228                 CheckAllowedTeams(self);
1229                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1230                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1231         }
1232         else
1233                 stuffcmd(self, "set _teams_available 0\n");
1234
1235         attach_entcs();
1236
1237         bot_relinkplayerlist();
1238
1239         self.spectatortime = time;
1240         if(blockSpectators)
1241         {
1242                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1243         }
1244
1245         self.jointime = time;
1246         self.allowed_timeouts = autocvar_sv_timeout_number;
1247
1248         if(IS_REAL_CLIENT(self))
1249         {
1250                 if(!autocvar_g_campaign)
1251                 {
1252                         self.motd_actived_time = -1;
1253                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1254                 }
1255
1256                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1257                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1258         }
1259
1260         if(!sv_foginterval && world.fog != "")
1261                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1262
1263         W_HitPlotOpen(self);
1264
1265         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
1266                 send_CSQC_teamnagger();
1267
1268         CheatInitClient();
1269
1270         CSQCMODEL_AUTOINIT();
1271
1272         self.model_randomizer = random();
1273
1274         if(IS_REAL_CLIENT(self))
1275                 sv_notice_join();
1276
1277         for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1278                 entity oldself = self;
1279                 self = e;
1280                 e.init_for_player(oldself);
1281                 self = oldself;
1282         }
1283
1284         MUTATOR_CALLHOOK(ClientConnect, self);
1285 }
1286 /*
1287 =============
1288 ClientDisconnect
1289
1290 Called when a client disconnects from the server
1291 =============
1292 */
1293 .entity chatbubbleentity;
1294 void ReadyCount();
1295 void ClientDisconnect (void)
1296 {
1297         if(self.vehicle)
1298             vehicles_exit(VHEF_RELESE);
1299
1300         if (!IS_CLIENT(self))
1301         {
1302                 print("Warning: ClientDisconnect without ClientConnect\n");
1303                 return;
1304         }
1305
1306         PlayerStats_GameReport_FinalizePlayer(self);
1307
1308         if(IS_PLAYER(self)) { Send_Effect("spawn_event_neutral", self.origin, '0 0 0', 1); }
1309
1310         CheatShutdownClient();
1311
1312         W_HitPlotClose(self);
1313
1314         anticheat_report();
1315         anticheat_shutdown();
1316
1317         playerdemo_shutdown();
1318
1319         bot_clientdisconnect();
1320
1321         if(self.entcs)
1322                 detach_entcs();
1323
1324         if(autocvar_sv_eventlog)
1325                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1326
1327         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1328
1329         MUTATOR_CALLHOOK(ClientDisconnect);
1330
1331         Portal_ClearAll(self);
1332
1333         Unfreeze(self);
1334
1335         RemoveGrapplingHook(self);
1336
1337         // Here, everything has been done that requires this player to be a client.
1338
1339         self.flags &= ~FL_CLIENT;
1340
1341         if (self.chatbubbleentity)
1342                 remove (self.chatbubbleentity);
1343
1344         if (self.killindicator)
1345                 remove (self.killindicator);
1346
1347         WaypointSprite_PlayerGone();
1348
1349         bot_relinkplayerlist();
1350
1351         accuracy_free(self);
1352         Inventory_delete(self);
1353         ClientData_Detach();
1354         PlayerScore_Detach(self);
1355
1356         if(self.netname_previous)
1357                 strunzone(self.netname_previous);
1358         if(self.clientstatus)
1359                 strunzone(self.clientstatus);
1360         if(self.weaponorder_byimpulse)
1361                 strunzone(self.weaponorder_byimpulse);
1362
1363         ClearPlayerSounds();
1364
1365         if(self.personal)
1366                 remove(self.personal);
1367
1368         self.playerid = 0;
1369         ReadyCount();
1370
1371         // free cvars
1372         GetCvars(-1);
1373 }
1374
1375 .float BUTTON_CHAT;
1376 void ChatBubbleThink()
1377 {
1378         self.nextthink = time;
1379         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1380         {
1381                 if(self.owner) // but why can that ever be world?
1382                         self.owner.chatbubbleentity = world;
1383                 remove(self);
1384                 return;
1385         }
1386         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1387 #ifdef TETRIS
1388                 || self.owner.tetris_on
1389 #endif
1390         )
1391                 self.model = self.mdl;
1392         else
1393                 self.model = "";
1394 }
1395
1396 void UpdateChatBubble()
1397 {
1398         if (self.alpha < 0)
1399                 return;
1400         // spawn a chatbubble entity if needed
1401         if (!self.chatbubbleentity)
1402         {
1403                 self.chatbubbleentity = spawn();
1404                 self.chatbubbleentity.owner = self;
1405                 self.chatbubbleentity.exteriormodeltoclient = self;
1406                 self.chatbubbleentity.think = ChatBubbleThink;
1407                 self.chatbubbleentity.nextthink = time;
1408                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1409                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1410                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1411                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1412                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1413                 self.chatbubbleentity.model = "";
1414                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1415         }
1416 }
1417
1418
1419 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1420 // added to the model skins
1421 /*void UpdateColorModHack()
1422 {
1423         float c;
1424         c = self.clientcolors & 15;
1425         // LordHavoc: only bothering to support white, green, red, yellow, blue
1426              if (!teamplay) self.colormod = '0 0 0';
1427         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1428         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1429         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1430         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1431         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1432         else self.colormod = '1 1 1';
1433 }*/
1434
1435 void respawn(void)
1436 {
1437         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1438         {
1439                 self.solid = SOLID_NOT;
1440                 self.takedamage = DAMAGE_NO;
1441                 self.movetype = MOVETYPE_FLY;
1442                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1443                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1444                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1445                 Send_Effect("respawn_ghost", self.origin, '0 0 0', 1);
1446                 if(autocvar_g_respawn_ghosts_maxtime)
1447                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1448         }
1449
1450         CopyBody(1);
1451
1452         self.effects |= EF_NODRAW; // prevent another CopyBody
1453         PutClientInServer();
1454 }
1455
1456 void play_countdown(float finished, string samp)
1457 {
1458         if(IS_REAL_CLIENT(self))
1459                 if(floor(finished - time - frametime) != floor(finished - time))
1460                         if(finished - time < 6)
1461                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1462 }
1463
1464 void player_powerups (void)
1465 {
1466         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1467         int items_prev = self.items;
1468
1469         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1470                 self.modelflags |= MF_ROCKET;
1471         else
1472                 self.modelflags &= ~MF_ROCKET;
1473
1474         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1475
1476         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1477                 return;
1478
1479         Fire_ApplyDamage(self);
1480         Fire_ApplyEffect(self);
1481
1482         if (!g_instagib)
1483         {
1484                 if (self.items & ITEM_Strength.m_itemid)
1485                 {
1486                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1487                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1488                         if (time > self.strength_finished)
1489                         {
1490                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1491                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1492                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1493                         }
1494                 }
1495                 else
1496                 {
1497                         if (time < self.strength_finished)
1498                         {
1499                                 self.items = self.items | ITEM_Strength.m_itemid;
1500                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1501                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1502                         }
1503                 }
1504                 if (self.items & ITEM_Shield.m_itemid)
1505                 {
1506                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1507                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1508                         if (time > self.invincible_finished)
1509                         {
1510                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1511                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1512                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1513                         }
1514                 }
1515                 else
1516                 {
1517                         if (time < self.invincible_finished)
1518                         {
1519                                 self.items = self.items | ITEM_Shield.m_itemid;
1520                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1521                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1522                         }
1523                 }
1524                 if (self.items & IT_SUPERWEAPON)
1525                 {
1526                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1527                         {
1528                                 self.superweapons_finished = 0;
1529                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1530                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1531                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1532                         }
1533                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1534                         {
1535                                 // don't let them run out
1536                         }
1537                         else
1538                         {
1539                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1540                                 if (time > self.superweapons_finished)
1541                                 {
1542                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1543                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1544                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1545                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1546                                 }
1547                         }
1548                 }
1549                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1550                 {
1551                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1552                         {
1553                                 self.items = self.items | IT_SUPERWEAPON;
1554                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1555                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1556                         }
1557                         else
1558                         {
1559                                 self.superweapons_finished = 0;
1560                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1561                         }
1562                 }
1563                 else
1564                 {
1565                         self.superweapons_finished = 0;
1566                 }
1567         }
1568
1569         if(autocvar_g_nodepthtestplayers)
1570                 self.effects = self.effects | EF_NODEPTHTEST;
1571
1572         if(autocvar_g_fullbrightplayers)
1573                 self.effects = self.effects | EF_FULLBRIGHT;
1574
1575         if (time >= game_starttime)
1576         if (time < self.spawnshieldtime)
1577                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1578
1579         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1580 }
1581
1582 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1583 {
1584         if(current > stable)
1585                 return current;
1586         else if(current > stable - 0.25) // when close enough, "snap"
1587                 return stable;
1588         else
1589                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1590 }
1591
1592 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1593 {
1594         if(current < stable)
1595                 return current;
1596         else if(current < stable + 0.25) // when close enough, "snap"
1597                 return stable;
1598         else
1599                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1600 }
1601
1602 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1603 {
1604         if(current > rotstable)
1605         {
1606                 if(rotframetime > 0)
1607                 {
1608                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1609                         current = max(rotstable, current - rotlinear * rotframetime);
1610                 }
1611         }
1612         else if(current < regenstable)
1613         {
1614                 if(regenframetime > 0)
1615                 {
1616                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1617                         current = min(regenstable, current + regenlinear * regenframetime);
1618                 }
1619         }
1620
1621         if(current > limit)
1622                 current = limit;
1623
1624         return current;
1625 }
1626
1627 void player_regen (void)
1628 {
1629         float max_mod, regen_mod, rot_mod, limit_mod;
1630         max_mod = regen_mod = rot_mod = limit_mod = 1;
1631         if(!MUTATOR_CALLHOOK(PlayerRegen, max_mod, regen_mod, rot_mod, limit_mod))
1632         if(!self.frozen)
1633         {
1634                 float minh, mina, maxh, maxa, limith, limita;
1635                 maxh = autocvar_g_balance_health_rotstable;
1636                 maxa = autocvar_g_balance_armor_rotstable;
1637                 minh = autocvar_g_balance_health_regenstable;
1638                 mina = autocvar_g_balance_armor_regenstable;
1639                 limith = autocvar_g_balance_health_limit;
1640                 limita = autocvar_g_balance_armor_limit;
1641
1642                 max_mod = regen_mod_max;
1643                 regen_mod = regen_mod_regen;
1644                 rot_mod = regen_mod_rot;
1645                 limit_mod = regen_mod_limit;
1646
1647                 maxh = maxh * max_mod;
1648                 minh = minh * max_mod;
1649                 limith = limith * limit_mod;
1650                 limita = limita * limit_mod;
1651
1652                 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);
1653                 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);
1654         }
1655
1656         // if player rotted to death...  die!
1657         // check this outside above checks, as player may still be able to rot to death
1658         if(self.health < 1)
1659                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1660
1661         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1662         {
1663                 float minf, maxf, limitf;
1664
1665                 maxf = autocvar_g_balance_fuel_rotstable;
1666                 minf = autocvar_g_balance_fuel_regenstable;
1667                 limitf = autocvar_g_balance_fuel_limit;
1668
1669                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1670         }
1671 }
1672
1673 float zoomstate_set;
1674 void SetZoomState(float z)
1675 {
1676         if(z != self.zoomstate)
1677         {
1678                 self.zoomstate = z;
1679                 ClientData_Touch(self);
1680         }
1681         zoomstate_set = 1;
1682 }
1683
1684 void GetPressedKeys(void) {
1685         MUTATOR_CALLHOOK(GetPressedKeys);
1686         #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
1687         X(self.pressedkeys, KEY_FORWARD,        self.movement_x > 0);
1688         X(self.pressedkeys, KEY_BACKWARD,       self.movement_x < 0);
1689         X(self.pressedkeys, KEY_RIGHT,          self.movement_y > 0);
1690         X(self.pressedkeys, KEY_LEFT,           self.movement_y < 0);
1691
1692         X(self.pressedkeys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(self));
1693         X(self.pressedkeys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(self));
1694         X(self.pressedkeys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(self));
1695         X(self.pressedkeys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(self));
1696         #undef X
1697 }
1698
1699 /*
1700 ======================
1701 spectate mode routines
1702 ======================
1703 */
1704
1705 void SpectateCopy(entity spectatee) {
1706         MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1707         self.armortype = spectatee.armortype;
1708         self.armorvalue = spectatee.armorvalue;
1709         self.ammo_cells = spectatee.ammo_cells;
1710         self.ammo_plasma = spectatee.ammo_plasma;
1711         self.ammo_shells = spectatee.ammo_shells;
1712         self.ammo_nails = spectatee.ammo_nails;
1713         self.ammo_rockets = spectatee.ammo_rockets;
1714         self.ammo_fuel = spectatee.ammo_fuel;
1715         self.clip_load = spectatee.clip_load;
1716         self.clip_size = spectatee.clip_size;
1717         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1718         self.health = spectatee.health;
1719         self.impulse = 0;
1720         self.items = spectatee.items;
1721         self.last_pickup = spectatee.last_pickup;
1722         self.hit_time = spectatee.hit_time;
1723         self.metertime = spectatee.metertime;
1724         self.strength_finished = spectatee.strength_finished;
1725         self.invincible_finished = spectatee.invincible_finished;
1726         self.pressedkeys = spectatee.pressedkeys;
1727         self.weapons = spectatee.weapons;
1728         self.switchweapon = spectatee.switchweapon;
1729         self.switchingweapon = spectatee.switchingweapon;
1730         self.weapon = spectatee.weapon;
1731         self.vortex_charge = spectatee.vortex_charge;
1732         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1733         self.hagar_load = spectatee.hagar_load;
1734         self.arc_heat_percent = spectatee.arc_heat_percent;
1735         self.minelayer_mines = spectatee.minelayer_mines;
1736         self.punchangle = spectatee.punchangle;
1737         self.view_ofs = spectatee.view_ofs;
1738         self.velocity = spectatee.velocity;
1739         self.dmg_take = spectatee.dmg_take;
1740         self.dmg_save = spectatee.dmg_save;
1741         self.dmg_inflictor = spectatee.dmg_inflictor;
1742         self.v_angle = spectatee.v_angle;
1743         self.angles = spectatee.v_angle;
1744         self.frozen = spectatee.frozen;
1745         self.revive_progress = spectatee.revive_progress;
1746         if(!self.BUTTON_USE)
1747                 self.fixangle = true;
1748         setorigin(self, spectatee.origin);
1749         setsize(self, spectatee.mins, spectatee.maxs);
1750         SetZoomState(spectatee.zoomstate);
1751
1752     anticheat_spectatecopy(spectatee);
1753         self.hud = spectatee.hud;
1754         if(spectatee.vehicle)
1755     {
1756         self.fixangle = false;
1757         //self.velocity = spectatee.vehicle.velocity;
1758         self.vehicle_health = spectatee.vehicle_health;
1759         self.vehicle_shield = spectatee.vehicle_shield;
1760         self.vehicle_energy = spectatee.vehicle_energy;
1761         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1762         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1763         self.vehicle_reload1 = spectatee.vehicle_reload1;
1764         self.vehicle_reload2 = spectatee.vehicle_reload2;
1765
1766         msg_entity = self;
1767
1768         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1769             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1770             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1771             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1772
1773         //WriteByte (MSG_ONE, SVC_SETVIEW);
1774         //    WriteEntity(MSG_ONE, self);
1775         //makevectors(spectatee.v_angle);
1776         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1777     }
1778 }
1779
1780 float SpectateUpdate()
1781 {
1782         if(!self.enemy)
1783             return 0;
1784
1785         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1786         {
1787                 SetSpectator(self, world);
1788                 return 0;
1789         }
1790
1791         SpectateCopy(self.enemy);
1792
1793         return 1;
1794 }
1795
1796 float SpectateSet()
1797 {
1798         if(self.enemy.classname != "player")
1799                 return false;
1800         /*if(self.enemy.vehicle)
1801         {
1802
1803                 msg_entity = self;
1804                 WriteByte(MSG_ONE, SVC_SETVIEW);
1805                 WriteEntity(MSG_ONE, self.enemy);
1806                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1807
1808                 self.movetype = MOVETYPE_NONE;
1809                 accuracy_resend(self);
1810         }
1811         else
1812         {*/
1813                 msg_entity = self;
1814                 WriteByte(MSG_ONE, SVC_SETVIEW);
1815                 WriteEntity(MSG_ONE, self.enemy);
1816                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1817                 self.movetype = MOVETYPE_NONE;
1818                 accuracy_resend(self);
1819
1820                 if(!SpectateUpdate())
1821                         PutObserverInServer();
1822         //}
1823         return true;
1824 }
1825
1826 void SetSpectator(entity player, entity spectatee)
1827 {
1828         entity old_spectatee = player.enemy;
1829
1830         player.enemy = spectatee;
1831
1832         // WEAPONTODO
1833         // these are required to fix the spectator bug with arc
1834         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1835         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1836 }
1837
1838 float Spectate(entity pl)
1839 {
1840         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1841         if(pl.team != self.team)
1842                 return 0;
1843
1844         SetSpectator(self, pl);
1845         return SpectateSet();
1846 }
1847
1848 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1849 entity CA_SpectateNext(entity start) {
1850         if (start.team == self.team) {
1851                 return start;
1852         }
1853
1854         other = start;
1855         // continue from current player
1856         while(other && other.team != self.team) {
1857                 other = find(other, classname, "player");
1858         }
1859
1860         if (!other) {
1861                 // restart from begining
1862                 other = find(other, classname, "player");
1863                 while(other && other.team != self.team) {
1864                         other = find(other, classname, "player");
1865                 }
1866         }
1867
1868         return other;
1869 }
1870
1871 float SpectateNext()
1872 {
1873         other = find(self.enemy, classname, "player");
1874
1875         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1876                 // CA and ca players when spectating enemies is forbidden
1877                 other = CA_SpectateNext(other);
1878         } else {
1879                 // other modes and ca spectators or spectating enemies is allowed
1880                 if (!other)
1881                         other = find(other, classname, "player");
1882         }
1883
1884         if(other) { SetSpectator(self, other); }
1885
1886         return SpectateSet();
1887 }
1888
1889 float SpectatePrev()
1890 {
1891         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1892         other = findchain(classname, "player");
1893         if (!other) // no player
1894                 return false;
1895
1896         entity first = other;
1897         // skip players until current spectated player
1898         if(self.enemy)
1899         while(other && other != self.enemy)
1900                 other = other.chain;
1901
1902         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1903         {
1904                 do { other = other.chain; }
1905                 while(other && other.team != self.team);
1906
1907                 if (!other)
1908                 {
1909                         other = first;
1910                         while(other.team != self.team)
1911                                 other = other.chain;
1912                         if(other == self.enemy)
1913                                 return true;
1914                 }
1915         }
1916         else
1917         {
1918                 if(other.chain)
1919                         other = other.chain;
1920                 else
1921                         other = first;
1922         }
1923         SetSpectator(self, other);
1924         return SpectateSet();
1925 }
1926
1927 /*
1928 =============
1929 ShowRespawnCountdown()
1930
1931 Update a respawn countdown display.
1932 =============
1933 */
1934 void ShowRespawnCountdown()
1935 {
1936         float number;
1937         if(self.deadflag == DEAD_NO) // just respawned?
1938                 return;
1939         else
1940         {
1941                 number = ceil(self.respawn_time - time);
1942                 if(number <= 0)
1943                         return;
1944                 if(number <= self.respawn_countdown)
1945                 {
1946                         self.respawn_countdown = number - 1;
1947                         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
1948                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1949                 }
1950         }
1951 }
1952
1953 void LeaveSpectatorMode()
1954 {
1955         if(self.caplayer)
1956                 return;
1957         if(nJoinAllowed(self))
1958         {
1959                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1960                 {
1961                         self.classname = "player";
1962                         nades_RemoveBonus(self);
1963
1964                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1965                                 { JoinBestTeam(self, false, true); }
1966
1967                         if(autocvar_g_campaign)
1968                                 { campaign_bots_may_start = 1; }
1969
1970                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1971
1972                         PutClientInServer();
1973
1974                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1975                 }
1976                 else
1977                         stuffcmd(self, "menu_showteamselect\n");
1978         }
1979         else
1980         {
1981                 // Player may not join because g_maxplayers is set
1982                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1983         }
1984 }
1985
1986 /**
1987  * Determines whether the player is allowed to join. This depends on cvar
1988  * g_maxplayers, if it isn't used this function always return true, otherwise
1989  * it checks whether the number of currently playing players exceeds g_maxplayers.
1990  * @return int number of free slots for players, 0 if none
1991  */
1992 float nJoinAllowed(entity ignore) {
1993         if(!ignore)
1994         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1995         // so report 0 free slots if restricted
1996         {
1997                 if(autocvar_g_forced_team_otherwise == "spectate")
1998                         return 0;
1999                 if(autocvar_g_forced_team_otherwise == "spectator")
2000                         return 0;
2001         }
2002
2003         if(self.team_forced < 0)
2004                 return 0; // forced spectators can never join
2005
2006         // TODO simplify this
2007         entity e;
2008         float totalClients = 0;
2009         FOR_EACH_CLIENT(e)
2010                 if(e != ignore)
2011                         totalClients += 1;
2012
2013         if (!autocvar_g_maxplayers)
2014                 return maxclients - totalClients;
2015
2016         float currentlyPlaying = 0;
2017         FOR_EACH_REALCLIENT(e)
2018                 if(IS_PLAYER(e) || e.caplayer)
2019                         currentlyPlaying += 1;
2020
2021         if(currentlyPlaying < autocvar_g_maxplayers)
2022                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2023
2024         return 0;
2025 }
2026
2027 /**
2028  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2029  * g_maxplayers_spectator_blocktime seconds
2030  */
2031 void checkSpectatorBlock() {
2032         if(IS_SPEC(self) || IS_OBSERVER(self))
2033         if(!self.caplayer)
2034         if(IS_REAL_CLIENT(self))
2035         {
2036                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2037                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2038                         dropclient(self);
2039                 }
2040         }
2041 }
2042
2043 void PrintWelcomeMessage()
2044 {
2045         if(self.motd_actived_time == 0)
2046         {
2047                 if (autocvar_g_campaign) {
2048                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2049                                 self.motd_actived_time = time;
2050                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2051                         }
2052                 } else {
2053                         if (self.BUTTON_INFO) {
2054                                 self.motd_actived_time = time;
2055                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2056                         }
2057                 }
2058         }
2059         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2060         {
2061                 if (autocvar_g_campaign) {
2062                         if (self.BUTTON_INFO)
2063                                 self.motd_actived_time = time;
2064                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2065                                 self.motd_actived_time = 0;
2066                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2067                         }
2068                 } else {
2069                         if (self.BUTTON_INFO)
2070                                 self.motd_actived_time = time;
2071                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2072                                 self.motd_actived_time = 0;
2073                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2074                         }
2075                 }
2076         }
2077         else //if(self.motd_actived_time < 0) // just connected, motd is active
2078         {
2079                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2080                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2081                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2082                 {
2083                         // instanctly hide MOTD
2084                         self.motd_actived_time = 0;
2085                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2086                 }
2087         }
2088 }
2089
2090 void ObserverThink()
2091 {
2092         float prefered_movetype;
2093         if (self.flags & FL_JUMPRELEASED) {
2094                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2095                         self.flags &= ~FL_JUMPRELEASED;
2096                         self.flags |= FL_SPAWNING;
2097                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2098                         self.flags &= ~FL_JUMPRELEASED;
2099                         if(SpectateNext()) {
2100                                 self.classname = "spectator";
2101                         }
2102                 } else {
2103                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2104                         if (self.movetype != prefered_movetype)
2105                                 self.movetype = prefered_movetype;
2106                 }
2107         } else {
2108                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2109                         self.flags |= FL_JUMPRELEASED;
2110                         if(self.flags & FL_SPAWNING)
2111                         {
2112                                 self.flags &= ~FL_SPAWNING;
2113                                 LeaveSpectatorMode();
2114                                 return;
2115                         }
2116                 }
2117         }
2118 }
2119
2120 void SpectatorThink()
2121 {
2122         if (self.flags & FL_JUMPRELEASED) {
2123                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2124                         self.flags &= ~FL_JUMPRELEASED;
2125                         self.flags |= FL_SPAWNING;
2126                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2127                         self.flags &= ~FL_JUMPRELEASED;
2128                         if(SpectateNext()) {
2129                                 self.classname = "spectator";
2130                         } else {
2131                                 self.classname = "observer";
2132                                 PutClientInServer();
2133                         }
2134                         self.impulse = 0;
2135                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2136                         self.flags &= ~FL_JUMPRELEASED;
2137                         if(SpectatePrev()) {
2138                                 self.classname = "spectator";
2139                         } else {
2140                                 self.classname = "observer";
2141                                 PutClientInServer();
2142                         }
2143                         self.impulse = 0;
2144                 } else if (self.BUTTON_ATCK2) {
2145                         self.flags &= ~FL_JUMPRELEASED;
2146                         self.classname = "observer";
2147                         PutClientInServer();
2148                 } else {
2149                         if(!SpectateUpdate())
2150                                 PutObserverInServer();
2151                 }
2152         } else {
2153                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2154                         self.flags |= FL_JUMPRELEASED;
2155                         if(self.flags & FL_SPAWNING)
2156                         {
2157                                 self.flags &= ~FL_SPAWNING;
2158                                 LeaveSpectatorMode();
2159                                 return;
2160                         }
2161                 }
2162                 if(!SpectateUpdate())
2163                         PutObserverInServer();
2164         }
2165
2166         self.flags |= FL_CLIENT | FL_NOTARGET;
2167 }
2168
2169 void PlayerUseKey()
2170 {
2171         if (!IS_PLAYER(self))
2172                 return;
2173
2174         if(self.vehicle)
2175         {
2176         vehicles_exit(VHEF_NORMAL);
2177         return;
2178         }
2179
2180         // a use key was pressed; call handlers
2181         MUTATOR_CALLHOOK(PlayerUseKey);
2182 }
2183
2184 float isInvisibleString(string s)
2185 {
2186         float i, n, c;
2187         s = strdecolorize(s);
2188         for((i = 0), (n = strlen(s)); i < n; ++i)
2189         {
2190                 c = str2chr(s, i);
2191                 switch(c)
2192                 {
2193                         case 0:
2194                         case 32: // space
2195                                 break;
2196                         case 192: // charmap space
2197                                 if (!autocvar_utf8_enable)
2198                                         break;
2199                                 return false;
2200                         case 160: // space in unicode fonts
2201                         case 0xE000 + 192: // utf8 charmap space
2202                                 if (autocvar_utf8_enable)
2203                                         break;
2204                         default:
2205                                 return false;
2206                 }
2207         }
2208         return true;
2209 }
2210
2211 /*
2212 =============
2213 PlayerPreThink
2214
2215 Called every frame for each client before the physics are run
2216 =============
2217 */
2218 .float usekeypressed;
2219 void() nexball_setstatus;
2220 .int items_added;
2221 void PlayerPreThink (void)
2222 {
2223         WarpZone_PlayerPhysics_FixVAngle();
2224
2225         self.stat_game_starttime = game_starttime;
2226         self.stat_round_starttime = round_starttime;
2227         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2228         self.stat_leadlimit = autocvar_leadlimit;
2229
2230         self.weaponsinmap = weaponsInMap;
2231
2232         if(frametime)
2233         {
2234                 // physics frames: update anticheat stuff
2235                 anticheat_prethink();
2236         }
2237
2238         if(blockSpectators && frametime)
2239                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2240                 checkSpectatorBlock();
2241
2242         zoomstate_set = 0;
2243
2244         // Savage: Check for nameless players
2245         if (isInvisibleString(self.netname)) {
2246                 string new_name = strzone(strcat("Player@", self.netaddress));
2247                 if(autocvar_sv_eventlog)
2248                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2249                 if(self.netname_previous)
2250                         strunzone(self.netname_previous);
2251                 self.netname_previous = strzone(new_name);
2252                 self.netname = self.netname_previous;
2253                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2254         } else if(self.netname_previous != self.netname) {
2255                 if(autocvar_sv_eventlog)
2256                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2257                 if(self.netname_previous)
2258                         strunzone(self.netname_previous);
2259                 self.netname_previous = strzone(self.netname);
2260         }
2261
2262         // version nagging
2263         if(self.version_nagtime)
2264                 if(self.cvar_g_xonoticversion)
2265                         if(time > self.version_nagtime)
2266                         {
2267                                 // don't notify git users
2268                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2269                                 {
2270                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2271                                         {
2272                                                 // notify release users if connecting to git
2273                                                 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");
2274                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2275                                         }
2276                                         else
2277                                         {
2278                                                 float r;
2279                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2280                                                 if(r < 0)
2281                                                 {
2282                                                         // give users new version
2283                                                         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");
2284                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2285                                                 }
2286                                                 else if(r > 0)
2287                                                 {
2288                                                         // notify users about old server version
2289                                                         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");
2290                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2291                                                 }
2292                                         }
2293                                 }
2294                                 self.version_nagtime = 0;
2295                         }
2296
2297         // GOD MODE info
2298         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2299         {
2300                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2301                 self.max_armorvalue = 0;
2302         }
2303
2304 #ifdef TETRIS
2305         if (TetrisPreFrame())
2306                 return;
2307 #endif
2308
2309         if(self.frozen == 2)
2310         {
2311                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2312                 self.health = max(1, self.revive_progress * start_health);
2313                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2314
2315                 if(self.revive_progress >= 1)
2316                         Unfreeze(self);
2317         }
2318         else if(self.frozen == 3)
2319         {
2320                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2321                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2322
2323                 if(self.health < 1)
2324                 {
2325                         if(self.vehicle)
2326                                 vehicles_exit(VHEF_RELESE);
2327                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2328                 }
2329                 else if ( self.revive_progress <= 0 )
2330                         Unfreeze(self);
2331         }
2332
2333         MUTATOR_CALLHOOK(PlayerPreThink);
2334
2335         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2336         {
2337                 if(self.BUTTON_USE && !self.usekeypressed)
2338                         PlayerUseKey();
2339                 self.usekeypressed = self.BUTTON_USE;
2340         }
2341
2342         if(IS_REAL_CLIENT(self))
2343                 PrintWelcomeMessage();
2344
2345         if(IS_PLAYER(self))
2346         {
2347
2348                 CheckRules_Player();
2349
2350                 if (intermission_running)
2351                 {
2352                         IntermissionThink ();   // otherwise a button could be missed between
2353                         return;                                 // the think tics
2354                 }
2355
2356                 //don't allow the player to turn around while game is paused!
2357                 if(timeout_status == TIMEOUT_ACTIVE) {
2358                         // FIXME turn this into CSQC stuff
2359                         self.v_angle = self.lastV_angle;
2360                         self.angles = self.lastV_angle;
2361                         self.fixangle = true;
2362                 }
2363
2364                 if(frametime)
2365                 {
2366                         if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
2367                         {
2368                                 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));
2369                                 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));
2370                                 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));
2371
2372                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2373                                 {
2374                                         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));
2375                                         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));
2376                                         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));
2377                                 }
2378                         }
2379                         else
2380                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2381
2382                         player_powerups();
2383                 }
2384
2385                 if (self.deadflag != DEAD_NO)
2386                 {
2387                         if(self.personal && g_race_qualifying)
2388                         {
2389                                 if(time > self.respawn_time)
2390                                 {
2391                                         self.respawn_time = time + 1; // only retry once a second
2392                                         self.stat_respawn_time = self.respawn_time;
2393                                         respawn();
2394                                         self.impulse = 141;
2395                                 }
2396                         }
2397                         else
2398                         {
2399                                 float button_pressed;
2400                                 if(frametime)
2401                                         player_anim();
2402                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2403
2404                                 if (self.deadflag == DEAD_DYING)
2405                                 {
2406                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2407                                                 self.deadflag = DEAD_RESPAWNING;
2408                                         else if(!button_pressed)
2409                                                 self.deadflag = DEAD_DEAD;
2410                                 }
2411                                 else if (self.deadflag == DEAD_DEAD)
2412                                 {
2413                                         if(button_pressed)
2414                                                 self.deadflag = DEAD_RESPAWNABLE;
2415                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2416                                                 self.deadflag = DEAD_RESPAWNING;
2417                                 }
2418                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2419                                 {
2420                                         if(!button_pressed)
2421                                                 self.deadflag = DEAD_RESPAWNING;
2422                                 }
2423                                 else if (self.deadflag == DEAD_RESPAWNING)
2424                                 {
2425                                         if(time > self.respawn_time)
2426                                         {
2427                                                 self.respawn_time = time + 1; // only retry once a second
2428                                                 self.respawn_time_max = self.respawn_time;
2429                                                 respawn();
2430                                         }
2431                                 }
2432
2433                                 ShowRespawnCountdown();
2434
2435                                 if(self.respawn_flags & RESPAWN_SILENT)
2436                                         self.stat_respawn_time = 0;
2437                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2438                                         self.stat_respawn_time = self.respawn_time_max;
2439                                 else
2440                                         self.stat_respawn_time = self.respawn_time;
2441                         }
2442
2443                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2444                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2445                                 self.stat_respawn_time *= -1;
2446
2447                         return;
2448                 }
2449
2450                 self.prevorigin = self.origin;
2451
2452                 float do_crouch = self.BUTTON_CROUCH;
2453                 if(self.hook.state)
2454                         do_crouch = 0;
2455                 if(self.vehicle)
2456                         do_crouch = 0;
2457                 if(self.frozen)
2458                         do_crouch = 0;
2459
2460                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2461                 // It cannot be predicted by the engine!
2462                 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2463                         do_crouch = 0;
2464
2465                 if (do_crouch)
2466                 {
2467                         if (!self.crouch)
2468                         {
2469                                 self.crouch = true;
2470                                 self.view_ofs = self.stat_pl_crouch_view_ofs;
2471                                 setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
2472                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2473                         }
2474                 }
2475                 else
2476                 {
2477                         if (self.crouch)
2478                         {
2479                                 tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
2480                                 if (!trace_startsolid)
2481                                 {
2482                                         self.crouch = false;
2483                                         self.view_ofs = self.stat_pl_view_ofs;
2484                                         setsize (self, self.stat_pl_min, self.stat_pl_max);
2485                                 }
2486                         }
2487                 }
2488
2489                 FixPlayermodel();
2490
2491                 GrapplingHookFrame();
2492
2493                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2494                 //if(frametime)
2495                 {
2496                         self.items &= ~self.items_added;
2497
2498                         W_WeaponFrame();
2499
2500                         self.items_added = 0;
2501                         if(self.items & ITEM_Jetpack.m_itemid)
2502                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2503                                         self.items_added |= IT_FUEL;
2504
2505                         self.items |= self.items_added;
2506                 }
2507
2508                 player_regen();
2509
2510                 // WEAPONTODO: Add a weapon request for this
2511                 // rot vortex charge to the charge limit
2512                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2513                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2514
2515                 if(frametime)
2516                         player_anim();
2517
2518                 // secret status
2519                 secrets_setstatus();
2520
2521                 // monsters status
2522                 monsters_setstatus();
2523
2524                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2525
2526                 //self.angles_y=self.v_angle_y + 90;   // temp
2527         } else if(gameover) {
2528                 if (intermission_running)
2529                         IntermissionThink ();   // otherwise a button could be missed between
2530                 return;
2531         } else if(IS_OBSERVER(self)) {
2532                 ObserverThink();
2533         } else if(IS_SPEC(self)) {
2534                 SpectatorThink();
2535         }
2536
2537         // WEAPONTODO: Add weapon request for this
2538         if(!zoomstate_set)
2539                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2540
2541         float oldspectatee_status;
2542         oldspectatee_status = self.spectatee_status;
2543         if(IS_SPEC(self))
2544                 self.spectatee_status = num_for_edict(self.enemy);
2545         else if(IS_OBSERVER(self))
2546                 self.spectatee_status = num_for_edict(self);
2547         else
2548                 self.spectatee_status = 0;
2549         if(self.spectatee_status != oldspectatee_status)
2550         {
2551                 ClientData_Touch(self);
2552         }
2553
2554         if(self.teamkill_soundtime)
2555         if(time > self.teamkill_soundtime)
2556         {
2557                 self.teamkill_soundtime = 0;
2558
2559                 entity oldpusher, oldself;
2560
2561                 oldself = self; self = self.teamkill_soundsource;
2562                 oldpusher = self.pusher; self.pusher = oldself;
2563
2564                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2565
2566                 self.pusher = oldpusher;
2567                 self = oldself;
2568         }
2569
2570         if(self.taunt_soundtime)
2571         if(time > self.taunt_soundtime)
2572         {
2573                 self.taunt_soundtime = 0;
2574                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2575         }
2576
2577         target_voicescript_next(self);
2578
2579         // WEAPONTODO: Move into weaponsystem somehow
2580         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2581         if(!self.weapon)
2582                 self.clip_load = self.clip_size = 0;
2583 }
2584
2585 /*
2586 =============
2587 PlayerPostThink
2588
2589 Called every frame for each client after the physics are run
2590 =============
2591 */
2592 .float idlekick_lasttimeleft;
2593 void PlayerPostThink (void)
2594 {
2595         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2596         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2597         {
2598                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2599                 {
2600                         if(self.idlekick_lasttimeleft)
2601                         {
2602                                 self.idlekick_lasttimeleft = 0;
2603                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2604                         }
2605                 }
2606                 else
2607                 {
2608                         float timeleft;
2609                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2610                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2611                         {
2612                                 if(!self.idlekick_lasttimeleft)
2613                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2614                         }
2615                         if(timeleft <= 0)
2616                         {
2617                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2618                                 dropclient(self);
2619                                 return;
2620                         }
2621                         else if(timeleft <= 10)
2622                         {
2623                                 if(timeleft != self.idlekick_lasttimeleft)
2624                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2625                                 self.idlekick_lasttimeleft = timeleft;
2626                         }
2627                 }
2628         }
2629
2630 #ifdef TETRIS
2631         if(self.impulse == 100)
2632                 ImpulseCommands();
2633         if (!TetrisPostFrame())
2634         {
2635 #endif
2636
2637         CheatFrame();
2638
2639         //CheckPlayerJump();
2640
2641         if(IS_PLAYER(self)) {
2642                 CheckRules_Player();
2643                 UpdateChatBubble();
2644                 if (self.impulse)
2645                         ImpulseCommands();
2646                 if (intermission_running)
2647                         return;         // intermission or finale
2648                 GetPressedKeys();
2649         }
2650
2651 #ifdef TETRIS
2652         }
2653 #endif
2654
2655         /*
2656         float i;
2657         for(i = 0; i < 1000; ++i)
2658         {
2659                 vector end;
2660                 end = self.origin + '0 0 1024' + 512 * randomvec();
2661                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2662                 if(trace_fraction < 1)
2663                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2664                 {
2665                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2666                         break;
2667                 }
2668         }
2669         */
2670
2671         if(self.waypointsprite_attachedforcarrier)
2672                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2673
2674         playerdemo_write();
2675
2676         CSQCMODEL_AUTOUPDATE();
2677 }