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