]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
df1b6446f1fbf6800405810086b21b244e4bb2d9
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "cl_client.qh"
2
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
6 #include "ipban.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
13 #include "g_hook.qh"
14 #include "command/common.qh"
15 #include "cheats.qh"
16 #include "g_world.qh"
17 #include "race.qh"
18 #include "antilag.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21
22 #include "bot/bot.qh"
23 #include "bot/navigation.qh"
24
25 #include "../common/ent_cs.qh"
26 #include "../common/vehicles/all.qh"
27 #include "../common/triggers/teleporters.qh"
28
29 #include "weapons/hitplot.qh"
30 #include "weapons/weaponsystem.qh"
31
32 #include "../common/net_notice.qh"
33 #include "../common/physics.qh"
34
35 #include "../common/items/all.qc"
36
37 #include "../common/mutators/mutator/waypoints/all.qh"
38
39 #include "../common/triggers/subs.qh"
40 #include "../common/triggers/triggers.qh"
41 #include "../common/triggers/trigger/secret.qh"
42
43 #include "../common/minigames/sv_minigames.qh"
44
45 #include "../common/items/inventory.qh"
46
47 #include "../common/monsters/sv_monsters.qh"
48
49 #include "../lib/warpzone/server.qh"
50
51
52 void send_CSQC_teamnagger() {
53         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
54 }
55
56 bool ClientData_Send(entity this, entity to, int sf)
57 {
58         if(to != self.owner)
59         {
60                 error("wtf");
61                 return false;
62         }
63
64         entity e;
65
66         e = to;
67         if(IS_SPEC(to))
68                 e = to.enemy;
69
70         sf = 0;
71
72         if(e.race_completed)
73                 sf |= 1; // forced scoreboard
74         if(to.spectatee_status)
75                 sf |= 2; // spectator ent number follows
76         if(e.zoomstate)
77                 sf |= 4; // zoomed
78         if(e.porto_v_angle_held)
79                 sf |= 8; // angles held
80
81         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
82         WriteByte(MSG_ENTITY, sf);
83
84         if(sf & 2)
85                 WriteByte(MSG_ENTITY, to.spectatee_status);
86
87         if(sf & 8)
88         {
89                 WriteAngle(MSG_ENTITY, e.v_angle.x);
90                 WriteAngle(MSG_ENTITY, e.v_angle.y);
91         }
92
93         return true;
94 }
95
96 void ClientData_Attach()
97 {SELFPARAM();
98         Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
99         make_pure(this.clientdata);
100         self.clientdata.drawonlytoclient = this;
101         self.clientdata.owner = this;
102 }
103
104 void ClientData_Detach()
105 {SELFPARAM();
106         remove(self.clientdata);
107         self.clientdata = world;
108 }
109
110 void ClientData_Touch(entity e)
111 {
112         e.clientdata.SendFlags = 1;
113
114         // make it spectatable
115         entity e2;
116         FOR_EACH_REALCLIENT(e2)
117         {
118                 if(e2 != e)
119                         if(IS_SPEC(e2))
120                                 if(e2.enemy == e)
121                                         e2.clientdata.SendFlags = 1;
122         }
123 }
124
125 .string netname_previous;
126
127 void SetSpectatee(entity player, entity spectatee);
128
129
130 /*
131 =============
132 CheckPlayerModel
133
134 Checks if the argument string can be a valid playermodel.
135 Returns a valid one in doubt.
136 =============
137 */
138 string FallbackPlayerModel;
139 string CheckPlayerModel(string plyermodel) {
140         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
141         {
142                 // note: we cannot summon Don Strunzone here, some player may
143                 // still have the model string set. In case anyone manages how
144                 // to change a cvar default, we'll have a small leak here.
145                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
146         }
147         // only in right path
148         if( substring(plyermodel,0,14) != "models/player/")
149                 return FallbackPlayerModel;
150         // only good file extensions
151         if(substring(plyermodel,-4,4) != ".zym")
152         if(substring(plyermodel,-4,4) != ".dpm")
153         if(substring(plyermodel,-4,4) != ".iqm")
154         if(substring(plyermodel,-4,4) != ".md3")
155         if(substring(plyermodel,-4,4) != ".psk")
156                 return FallbackPlayerModel;
157         // forbid the LOD models
158         if(substring(plyermodel, -9,5) == "_lod1")
159                 return FallbackPlayerModel;
160         if(substring(plyermodel, -9,5) == "_lod2")
161                 return FallbackPlayerModel;
162         if(plyermodel != strtolower(plyermodel))
163                 return FallbackPlayerModel;
164         // also, restrict to server models
165         if(autocvar_sv_servermodelsonly)
166         {
167                 if(!fexists(plyermodel))
168                         return FallbackPlayerModel;
169         }
170         return plyermodel;
171 }
172
173 void setplayermodel(entity e, string modelname)
174 {
175         precache_model(modelname);
176         _setmodel(e, modelname);
177         player_setupanimsformodel();
178 }
179
180 /*
181 =============
182 PutObserverInServer
183
184 putting a client as observer in the server
185 =============
186 */
187 void FixPlayermodel(entity player);
188 void PutObserverInServer()
189 {SELFPARAM();
190         entity  spot;
191     self.hud = HUD_NORMAL;
192
193         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
194
195         spot = SelectSpawnPoint (true);
196         if(!spot)
197                 error("No spawnpoints for observers?!?\n");
198         RemoveGrapplingHook(self); // Wazat's Grappling Hook
199
200         if(IS_REAL_CLIENT(self))
201         {
202                 msg_entity = self;
203                 WriteByte(MSG_ONE, SVC_SETVIEW);
204                 WriteEntity(MSG_ONE, self);
205         }
206
207         self.frags = FRAGS_SPECTATOR;
208         self.bot_attack = false;
209
210         bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver);
211
212         Portal_ClearAll(self);
213
214         Unfreeze(self);
215
216         if(self.alivetime)
217         {
218                 if(!warmup_stage)
219                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
220                 self.alivetime = 0;
221         }
222
223         if(self.vehicle)
224                 vehicles_exit(VHEF_RELEASE);
225
226         WaypointSprite_PlayerDead();
227
228         if(!mutator_returnvalue)  // mutator prevents resetting teams
229                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
230
231         if(self.killcount != FRAGS_SPECTATOR)
232         {
233                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
234                 if(!intermission_running)
235                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
236                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
237
238                 if(self.just_joined == false) {
239                         LogTeamchange(self.playerid, -1, 4);
240                 } else
241                         self.just_joined = false;
242         }
243
244         PlayerScore_Clear(self); // clear scores when needed
245
246         accuracy_resend(self);
247
248         self.spectatortime = time;
249
250         self.classname = STR_OBSERVER;
251         self.iscreature = false;
252         self.teleportable = TELEPORT_SIMPLE;
253         self.damagedbycontents = false;
254         self.health = FRAGS_SPECTATOR;
255         self.takedamage = DAMAGE_NO;
256         self.solid = SOLID_NOT;
257         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
258         self.flags = FL_CLIENT | FL_NOTARGET;
259         self.armorvalue = 666;
260         self.effects = 0;
261         self.armorvalue = autocvar_g_balance_armor_start;
262         self.pauserotarmor_finished = 0;
263         self.pauserothealth_finished = 0;
264         self.pauseregen_finished = 0;
265         self.damageforcescale = 0;
266         self.death_time = 0;
267         self.respawn_flags = 0;
268         self.respawn_time = 0;
269         self.stat_respawn_time = 0;
270         self.alpha = 0;
271         self.scale = 0;
272         self.fade_time = 0;
273         self.pain_frame = 0;
274         self.pain_finished = 0;
275         self.strength_finished = 0;
276         self.invincible_finished = 0;
277         self.superweapons_finished = 0;
278         self.pushltime = 0;
279         self.istypefrag = 0;
280         self.think = func_null;
281         self.nextthink = 0;
282         self.hook_time = 0;
283         self.deadflag = DEAD_NO;
284         self.angles = spot.angles;
285         self.angles_z = 0;
286         self.fixangle = true;
287         self.crouch = false;
288         self.revival_time = 0;
289
290         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
291         self.prevorigin = self.origin;
292         self.items = 0;
293         self.weapons = '0 0 0';
294         self.model = "";
295         FixPlayermodel(self);
296         setmodel(self, MDL_Null);
297         self.drawonlytoclient = self;
298
299         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
300         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
301
302         self.weapon = 0;
303         self.weaponname = "";
304         self.switchingweapon = 0;
305         self.weaponmodel = "";
306         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
307         {
308                 self.weaponentities[slot] = NULL;
309         }
310         self.exteriorweaponentity = world;
311         self.killcount = FRAGS_SPECTATOR;
312         self.velocity = '0 0 0';
313         self.avelocity = '0 0 0';
314         self.punchangle = '0 0 0';
315         self.punchvector = '0 0 0';
316         self.oldvelocity = self.velocity;
317         self.fire_endtime = -1;
318         self.event_damage = func_null;
319 }
320
321 int player_getspecies(entity this)
322 {
323         get_model_parameters(this.model, this.skin);
324         int s = get_model_parameters_species;
325         get_model_parameters(string_null, 0);
326         if (s < 0) return SPECIES_HUMAN;
327         return s;
328 }
329
330 .float model_randomizer;
331 void FixPlayermodel(entity player)
332 {
333         string defaultmodel = "";
334         int defaultskin = 0;
335         if(autocvar_sv_defaultcharacter)
336         {
337                 if(teamplay)
338                 {
339                         string s = Static_Team_ColorName_Lower(player.team);
340                         if (s != "neutral")
341                         {
342                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
343                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
344                         }
345                 }
346
347                 if(defaultmodel == "")
348                 {
349                         defaultmodel = autocvar_sv_defaultplayermodel;
350                         defaultskin = autocvar_sv_defaultplayerskin;
351                 }
352
353                 int n = tokenize_console(defaultmodel);
354                 if(n > 0)
355                 {
356                         defaultmodel = argv(floor(n * player.model_randomizer));
357                         // However, do NOT randomize if the player-selected model is in the list.
358                         for (int i = 0; i < n; ++i)
359                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
360                                         defaultmodel = argv(i);
361                 }
362
363                 int i = strstrofs(defaultmodel, ":", 0);
364                 if(i >= 0)
365                 {
366                         defaultskin = stof(substring(defaultmodel, i+1, -1));
367                         defaultmodel = substring(defaultmodel, 0, i);
368                 }
369         }
370         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin);
371         defaultmodel = ret_string;
372         defaultskin = ret_int;
373
374         bool chmdl = false;
375         int oldskin;
376         if(defaultmodel != "")
377         {
378                 if (defaultmodel != player.model)
379                 {
380                         vector m1 = player.mins;
381                         vector m2 = player.maxs;
382                         setplayermodel (player, defaultmodel);
383                         setsize (player, m1, m2);
384                         chmdl = true;
385                 }
386
387                 oldskin = player.skin;
388                 player.skin = defaultskin;
389         } else {
390                 if (player.playermodel != player.model || player.playermodel == "")
391                 {
392                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
393                         vector m1 = player.mins;
394                         vector m2 = player.maxs;
395                         setplayermodel (player, player.playermodel);
396                         setsize (player, m1, m2);
397                         chmdl = true;
398                 }
399
400                 oldskin = player.skin;
401                 player.skin = stof(player.playerskin);
402         }
403
404         if(chmdl || oldskin != player.skin) // model or skin has changed
405         {
406                 player.species = player_getspecies(player); // update species
407         }
408
409         if(!teamplay)
410                 if(strlen(autocvar_sv_defaultplayercolors))
411                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
412                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
413 }
414
415
416 /** Called when a client spawns in the server */
417 void PutClientInServer()
418 {
419         SELFPARAM();
420         if (IS_BOT_CLIENT(this)) {
421                 this.classname = STR_PLAYER;
422         } else if (IS_REAL_CLIENT(this)) {
423                 msg_entity = this;
424                 WriteByte(MSG_ONE, SVC_SETVIEW);
425                 WriteEntity(MSG_ONE, this);
426         }
427         if (gameover) {
428                 this.classname = STR_OBSERVER;
429         }
430
431         SetSpectatee(this, NULL);
432
433         // reset player keys
434         this.itemkeys = 0;
435
436         MUTATOR_CALLHOOK(PutClientInServer, this);
437
438         if (IS_OBSERVER(this)) {
439                 PutObserverInServer();
440         } else if (IS_PLAYER(this)) {
441                 accuracy_resend(this);
442
443                 if (this.team < 0)
444                         JoinBestTeam(this, false, true);
445
446                 entity spot = SelectSpawnPoint(false);
447                 if (!spot) {
448                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
449                         return; // spawn failed
450                 }
451
452                 this.classname = STR_PLAYER;
453                 this.wasplayer = true;
454                 this.iscreature = true;
455                 this.teleportable = TELEPORT_NORMAL;
456                 this.damagedbycontents = true;
457                 this.movetype = MOVETYPE_WALK;
458                 this.solid = SOLID_SLIDEBOX;
459                 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
460                 if (autocvar_g_playerclip_collisions)
461                         this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
462                 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
463                         this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
464                 this.frags = FRAGS_PLAYER;
465                 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
466                 this.flags = FL_CLIENT | FL_PICKUPITEMS;
467                 if (autocvar__notarget)
468                         this.flags |= FL_NOTARGET;
469                 this.takedamage = DAMAGE_AIM;
470                 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
471                 this.dmg = 2; // WTF
472
473                 if (warmup_stage) {
474                         this.ammo_shells = warmup_start_ammo_shells;
475                         this.ammo_nails = warmup_start_ammo_nails;
476                         this.ammo_rockets = warmup_start_ammo_rockets;
477                         this.ammo_cells = warmup_start_ammo_cells;
478                         this.ammo_plasma = warmup_start_ammo_plasma;
479                         this.ammo_fuel = warmup_start_ammo_fuel;
480                         this.health = warmup_start_health;
481                         this.armorvalue = warmup_start_armorvalue;
482                         this.weapons = WARMUP_START_WEAPONS;
483                 } else {
484                         this.ammo_shells = start_ammo_shells;
485                         this.ammo_nails = start_ammo_nails;
486                         this.ammo_rockets = start_ammo_rockets;
487                         this.ammo_cells = start_ammo_cells;
488                         this.ammo_plasma = start_ammo_plasma;
489                         this.ammo_fuel = start_ammo_fuel;
490                         this.health = start_health;
491                         this.armorvalue = start_armorvalue;
492                         this.weapons = start_weapons;
493                 }
494
495                 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
496
497                 this.items = start_items;
498
499                 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
500                 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
501                 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
502                 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
503                 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
504                 // extend the pause of rotting if client was reset at the beginning of the countdown
505                 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
506                         float f = game_starttime - time;
507                         this.spawnshieldtime += f;
508                         this.pauserotarmor_finished += f;
509                         this.pauserothealth_finished += f;
510                         this.pauseregen_finished += f;
511                 }
512                 this.damageforcescale = 2;
513                 this.death_time = 0;
514                 this.respawn_flags = 0;
515                 this.respawn_time = 0;
516                 this.stat_respawn_time = 0;
517                 this.scale = autocvar_sv_player_scale;
518                 this.fade_time = 0;
519                 this.pain_frame = 0;
520                 this.pain_finished = 0;
521                 this.pushltime = 0;
522                 this.think = func_null; // players have no think function
523                 this.nextthink = 0;
524                 this.dmg_team = 0;
525                 this.ballistics_density = autocvar_g_ballistics_density_player;
526
527                 this.deadflag = DEAD_NO;
528
529                 this.angles = spot.angles;
530                 this.angles_z = 0; // never spawn tilted even if the spot says to
531                 if (IS_BOT_CLIENT(this))
532                         this.v_angle = this.angles;
533                 this.fixangle = true; // turn this way immediately
534                 this.oldvelocity = this.velocity = '0 0 0';
535                 this.avelocity = '0 0 0';
536                 this.punchangle = '0 0 0';
537                 this.punchvector = '0 0 0';
538
539                 this.strength_finished = 0;
540                 this.invincible_finished = 0;
541                 this.fire_endtime = -1;
542                 this.revival_time = 0;
543                 this.air_finished = time + 12;
544
545                 entity spawnevent = new(spawnevent);
546                 make_pure(spawnevent);
547                 spawnevent.owner = this;
548                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
549
550                 // Cut off any still running player sounds.
551                 stopsound(this, CH_PLAYER_SINGLE);
552
553                 this.model = "";
554                 FixPlayermodel(this);
555                 this.drawonlytoclient = NULL;
556
557                 this.crouch = false;
558                 this.view_ofs = PL_VIEW_OFS;
559                 setsize(this, PL_MIN, PL_MAX);
560                 this.spawnorigin = spot.origin;
561                 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
562                 // don't reset back to last position, even if new position is stuck in solid
563                 this.oldorigin = this.origin;
564                 this.prevorigin = this.origin;
565                 this.lastteleporttime = time; // prevent insane speeds due to changing origin
566         this.hud = HUD_NORMAL;
567
568                 this.event_damage = PlayerDamage;
569
570                 this.bot_attack = true;
571                 this.monster_attack = true;
572
573                 this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
574
575                 if (this.killcount == FRAGS_SPECTATOR) {
576                         PlayerScore_Clear(this);
577                         this.killcount = 0;
578                 }
579
580                 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
581                 {
582                         CL_SpawnWeaponentity(this, weaponentities[slot]);
583                 }
584                 this.alpha = default_player_alpha;
585                 this.colormod = '1 1 1' * autocvar_g_player_brightness;
586                 this.exteriorweaponentity.alpha = default_weapon_alpha;
587
588                 this.speedrunning = false;
589
590                 target_voicescript_clear(this);
591
592                 // reset fields the weapons may use
593                 FOREACH(Weapons, true, LAMBDA(
594                         it.wr_resetplayer(it);
595                         // reload all reloadable weapons
596                         if (it.spawnflags & WEP_FLAG_RELOADABLE) {
597                                 this.weapon_load[it.m_id] = it.reloading_ammo;
598                         }
599                 ));
600
601                 {
602                         string s = spot.target;
603                         spot.target = string_null;
604                         WITH(entity, activator, this, LAMBDA(
605                                 WITH(entity, self, spot, SUB_UseTargets())
606                         ));
607                         spot.target = s;
608                 }
609
610                 Unfreeze(this);
611
612                 MUTATOR_CALLHOOK(PlayerSpawn, spot);
613
614                 if (autocvar_spawn_debug)
615                 {
616                         sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
617                         remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
618                 }
619
620                 this.switchweapon = w_getbestweapon(this);
621                 this.cnt = -1; // W_LastWeapon will not complain
622                 this.weapon = 0;
623                 this.weaponname = "";
624                 this.switchingweapon = 0;
625
626                 if (!warmup_stage && !this.alivetime)
627                         this.alivetime = time;
628
629                 antilag_clear(this);
630         }
631 }
632
633 .float ebouncefactor, ebouncestop; // electro's values
634 // TODO do we need all these fields, or should we stop autodetecting runtime
635 // changes and just have a console command to update this?
636 bool ClientInit_SendEntity(entity this, entity to, int sf)
637 {
638         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
639         return = true;
640         msg_entity = to;
641         Registry_send_all();
642         int channel = MSG_ONE;
643         WriteHeader(channel, ENT_CLIENT_INIT);
644         WriteByte(channel, g_nexball_meter_period * 32);
645         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
646         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
647         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
648         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
649         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
650         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
651         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
652         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
653
654         if(sv_foginterval && world.fog != "")
655                 WriteString(channel, world.fog);
656         else
657                 WriteString(channel, "");
658         WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
659         WriteByte(channel, serverflags); // client has to know if it should zoom or not
660         WriteCoord(channel, autocvar_g_trueaim_minrange);
661
662         MUTATOR_CALLHOOK(Ent_Init);
663 }
664
665 void ClientInit_CheckUpdate()
666 {SELFPARAM();
667         self.nextthink = time;
668         if(self.count != autocvar_g_balance_armor_blockpercent)
669         {
670                 self.count = autocvar_g_balance_armor_blockpercent;
671                 self.SendFlags |= 1;
672         }
673 }
674
675 void ClientInit_Spawn()
676 {SELFPARAM();
677
678         entity e = new(clientinit);
679         make_pure(e);
680         e.think = ClientInit_CheckUpdate;
681         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
682
683         WITH(entity, self, e, ClientInit_CheckUpdate());
684 }
685
686 /*
687 =============
688 SetNewParms
689 =============
690 */
691 void SetNewParms ()
692 {
693         // initialize parms for a new player
694         parm1 = -(86400 * 366);
695
696         MUTATOR_CALLHOOK(SetNewParms);
697 }
698
699 /*
700 =============
701 SetChangeParms
702 =============
703 */
704 void SetChangeParms ()
705 {SELFPARAM();
706         // save parms for level change
707         parm1 = self.parm_idlesince - time;
708
709         MUTATOR_CALLHOOK(SetChangeParms);
710 }
711
712 /*
713 =============
714 DecodeLevelParms
715 =============
716 */
717 void DecodeLevelParms ()
718 {SELFPARAM();
719         // load parms
720         self.parm_idlesince = parm1;
721         if(self.parm_idlesince == -(86400 * 366))
722                 self.parm_idlesince = time;
723
724         // whatever happens, allow 60 seconds of idling directly after connect for map loading
725         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
726
727         MUTATOR_CALLHOOK(DecodeLevelParms);
728 }
729
730 /*
731 =============
732 ClientKill
733
734 Called when a client types 'kill' in the console
735 =============
736 */
737
738 .float clientkill_nexttime;
739 void ClientKill_Now_TeamChange()
740 {SELFPARAM();
741         if(self.killindicator_teamchange == -1)
742         {
743                 JoinBestTeam( self, false, true );
744         }
745         else if(self.killindicator_teamchange == -2)
746         {
747                 if(blockSpectators)
748                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
749                 PutObserverInServer();
750         }
751         else
752                 SV_ChangeTeam(self.killindicator_teamchange - 1);
753         self.killindicator_teamchange = 0;
754 }
755
756 void ClientKill_Now()
757 {SELFPARAM();
758         if(self.vehicle)
759         {
760             vehicles_exit(VHEF_RELEASE);
761             if(!self.killindicator_teamchange)
762             {
763             self.vehicle_health = -1;
764             Damage(self, self, self, 1 , DEATH_KILL.m_id, self.origin, '0 0 0');
765             }
766         }
767
768         if(self.killindicator && !wasfreed(self.killindicator))
769                 remove(self.killindicator);
770
771         self.killindicator = world;
772
773         if(self.killindicator_teamchange)
774                 ClientKill_Now_TeamChange();
775
776         if(IS_PLAYER(self))
777                 Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
778
779         // now I am sure the player IS dead
780 }
781 void KillIndicator_Think()
782 {SELFPARAM();
783         if (gameover)
784         {
785                 self.owner.killindicator = world;
786                 remove(self);
787                 return;
788         }
789
790         if (self.owner.alpha < 0 && !self.owner.vehicle)
791         {
792                 self.owner.killindicator = world;
793                 remove(self);
794                 return;
795         }
796
797         if(self.cnt <= 0)
798         {
799                 WITH(entity, self, self.owner, ClientKill_Now());
800                 return;
801         }
802     else if(g_cts && self.health == 1) // health == 1 means that it's silent
803     {
804         self.nextthink = time + 1;
805         self.cnt -= 1;
806     }
807         else
808         {
809                 if(self.cnt <= 10)
810                         setmodel(self, MDL_NUM(self.cnt));
811                 if(IS_REAL_CLIENT(self.owner))
812                 {
813                         if(self.cnt <= 10)
814                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
815                 }
816                 self.nextthink = time + 1;
817                 self.cnt -= 1;
818         }
819 }
820
821 float clientkilltime;
822 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
823 {SELFPARAM();
824         float killtime;
825         float starttime;
826         entity e;
827
828         if (gameover)
829                 return;
830
831         killtime = autocvar_g_balance_kill_delay;
832
833         if(g_race_qualifying || g_cts)
834                 killtime = 0;
835
836     if(MUTATOR_CALLHOOK(ClientKill, self, killtime))
837         return;
838
839         self.killindicator_teamchange = targetteam;
840
841     if(!self.killindicator)
842         {
843                 if(self.deadflag == DEAD_NO)
844                 {
845                         killtime = max(killtime, self.clientkill_nexttime - time);
846                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
847                 }
848
849                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
850                 {
851                         ClientKill_Now();
852                 }
853                 else
854                 {
855                         starttime = max(time, clientkilltime);
856
857                         self.killindicator = spawn();
858                         self.killindicator.owner = self;
859                         self.killindicator.scale = 0.5;
860                         setattachment(self.killindicator, self, "");
861                         setorigin(self.killindicator, '0 0 52');
862                         self.killindicator.think = KillIndicator_Think;
863                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
864                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
865                         self.killindicator.cnt = ceil(killtime);
866                         self.killindicator.count = bound(0, ceil(killtime), 10);
867                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
868
869                         for(e = world; (e = find(e, classname, "body")) != world; )
870                         {
871                                 if(e.enemy != self)
872                                         continue;
873                                 e.killindicator = spawn();
874                                 e.killindicator.owner = e;
875                                 e.killindicator.scale = 0.5;
876                                 setattachment(e.killindicator, e, "");
877                                 setorigin(e.killindicator, '0 0 52');
878                                 e.killindicator.think = KillIndicator_Think;
879                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
880                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
881                                 e.killindicator.cnt = ceil(killtime);
882                         }
883                         self.lip = 0;
884                 }
885         }
886         if(self.killindicator)
887         {
888                 if(targetteam == 0) // just die
889                 {
890                         self.killindicator.colormod = '0 0 0';
891                         if(IS_REAL_CLIENT(self))
892                         if(self.killindicator.cnt > 0)
893                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
894                 }
895                 else if(targetteam == -1) // auto
896                 {
897                         self.killindicator.colormod = '0 1 0';
898                         if(IS_REAL_CLIENT(self))
899                         if(self.killindicator.cnt > 0)
900                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
901                 }
902                 else if(targetteam == -2) // spectate
903                 {
904                         self.killindicator.colormod = '0.5 0.5 0.5';
905                         if(IS_REAL_CLIENT(self))
906                         if(self.killindicator.cnt > 0)
907                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
908                 }
909                 else
910                 {
911                         self.killindicator.colormod = Team_ColorRGB(targetteam);
912                         if(IS_REAL_CLIENT(self))
913                         if(self.killindicator.cnt > 0)
914                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
915                 }
916         }
917
918 }
919
920 void ClientKill ()
921 {SELFPARAM();
922         if(gameover) return;
923         if(self.player_blocked) return;
924         if(self.frozen) return;
925
926         ClientKill_TeamChange(0);
927 }
928
929 void FixClientCvars(entity e)
930 {
931         // send prediction settings to the client
932         stuffcmd(e, "\nin_bindmap 0 0\n");
933         if(autocvar_g_antilag == 3) // client side hitscan
934                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
935         if(autocvar_sv_gentle)
936                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
937
938         MUTATOR_CALLHOOK(FixClientCvars, e);
939 }
940
941 float PlayerInIDList(entity p, string idlist)
942 {
943         float n, i;
944         string s;
945
946         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
947         if (!p.crypto_idfp)
948                 return 0;
949
950         // this function allows abbreviated player IDs too!
951         n = tokenize_console(idlist);
952         for(i = 0; i < n; ++i)
953         {
954                 s = argv(i);
955                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
956                         return 1;
957         }
958
959         return 0;
960 }
961
962 #ifdef DP_EXT_PRECONNECT
963 /*
964 =============
965 ClientPreConnect
966
967 Called once (not at each match start) when a client begins a connection to the server
968 =============
969 */
970 void ClientPreConnect ()
971 {SELFPARAM();
972         if(autocvar_sv_eventlog)
973         {
974                 GameLogEcho(sprintf(":connect:%d:%d:%s",
975                         self.playerid,
976                         num_for_edict(self),
977                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
978                 ));
979         }
980 }
981 #endif
982
983 /*
984 =============
985 ClientConnect
986
987 Called when a client connects to the server
988 =============
989 */
990 void DecodeLevelParms ();
991 void ClientConnect ()
992 {SELFPARAM();
993         float t;
994
995         if(IS_CLIENT(self))
996         {
997                 LOG_INFO("Warning: ClientConnect, but already connected!\n");
998                 return;
999         }
1000
1001         if(Ban_MaybeEnforceBanOnce(self))
1002                 return;
1003
1004         DecodeLevelParms();
1005
1006 #ifdef WATERMARK
1007         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1008 #endif
1009
1010         self.classname = "player_joining";
1011
1012         self.flags = FL_CLIENT;
1013         self.version_nagtime = time + 10 + random() * 10;
1014
1015         if(player_count<0)
1016         {
1017                 LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
1018                 player_count = 0;
1019         }
1020
1021         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1022
1023         PlayerScore_Attach(self);
1024         ClientData_Attach();
1025         accuracy_init(self);
1026         Inventory_new(self);
1027
1028         bot_clientconnect();
1029
1030         playerdemo_init();
1031
1032         anticheat_init();
1033
1034         // identify the right forced team
1035         if(autocvar_g_campaign)
1036         {
1037                 if(IS_REAL_CLIENT(self)) // only players, not bots
1038                 {
1039                         switch(autocvar_g_campaign_forceteam)
1040                         {
1041                                 case 1: self.team_forced = NUM_TEAM_1; break;
1042                                 case 2: self.team_forced = NUM_TEAM_2; break;
1043                                 case 3: self.team_forced = NUM_TEAM_3; break;
1044                                 case 4: self.team_forced = NUM_TEAM_4; break;
1045                                 default: self.team_forced = 0;
1046                         }
1047                 }
1048         }
1049         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1050                 self.team_forced = NUM_TEAM_1;
1051         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1052                 self.team_forced = NUM_TEAM_2;
1053         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1054                 self.team_forced = NUM_TEAM_3;
1055         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1056                 self.team_forced = NUM_TEAM_4;
1057         else if(autocvar_g_forced_team_otherwise == "red")
1058                 self.team_forced = NUM_TEAM_1;
1059         else if(autocvar_g_forced_team_otherwise == "blue")
1060                 self.team_forced = NUM_TEAM_2;
1061         else if(autocvar_g_forced_team_otherwise == "yellow")
1062                 self.team_forced = NUM_TEAM_3;
1063         else if(autocvar_g_forced_team_otherwise == "pink")
1064                 self.team_forced = NUM_TEAM_4;
1065         else if(autocvar_g_forced_team_otherwise == "spectate")
1066                 self.team_forced = -1;
1067         else if(autocvar_g_forced_team_otherwise == "spectator")
1068                 self.team_forced = -1;
1069         else
1070                 self.team_forced = 0;
1071
1072         if(!teamplay)
1073                 if(self.team_forced > 0)
1074                         self.team_forced = 0;
1075
1076         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1077
1078         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1079                 self.classname = STR_OBSERVER;
1080         } else {
1081                 if(teamplay)
1082                 {
1083                         if(autocvar_g_balance_teams)
1084                         {
1085                                 self.classname = STR_PLAYER;
1086                                 campaign_bots_may_start = 1;
1087                         }
1088                         else
1089                         {
1090                                 self.classname = STR_OBSERVER; // do it anyway
1091                         }
1092                 }
1093                 else
1094                 {
1095                         self.classname = STR_PLAYER;
1096                         campaign_bots_may_start = 1;
1097                 }
1098         }
1099
1100         self.playerid = (playerid_last = playerid_last + 1);
1101
1102         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1103
1104     if(IS_BOT_CLIENT(self))
1105         PlayerStats_GameReport_AddPlayer(self);
1106
1107         if(autocvar_sv_eventlog)
1108                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1109
1110         LogTeamchange(self.playerid, self.team, 1);
1111
1112         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1113
1114         self.netname_previous = strzone(self.netname);
1115
1116         if(IS_PLAYER(self) && teamplay)
1117                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1118         else
1119                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1120
1121         stuffcmd(self, strcat(clientstuff, "\n"));
1122         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1123
1124         FixClientCvars(self);
1125
1126         // spawnfunc_waypoint sprites
1127         WaypointSprite_InitClient(self);
1128
1129         // Wazat's grappling hook
1130         SetGrappleHookBindings();
1131
1132         // Jetpack binds
1133         stuffcmd(self, "alias +jetpack +button10\n");
1134         stuffcmd(self, "alias -jetpack -button10\n");
1135
1136         // get version info from player
1137         stuffcmd(self, "cmd clientversion $gameversion\n");
1138
1139         // get other cvars from player
1140         GetCvars(0);
1141
1142         // notify about available teams
1143         if(teamplay)
1144         {
1145                 CheckAllowedTeams(self);
1146                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1147                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1148         }
1149         else
1150                 stuffcmd(self, "set _teams_available 0\n");
1151
1152         entcs_attach(self);
1153
1154         bot_relinkplayerlist();
1155
1156         self.spectatortime = time;
1157         if(blockSpectators)
1158         {
1159                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1160         }
1161
1162         self.jointime = time;
1163         self.allowed_timeouts = autocvar_sv_timeout_number;
1164
1165         if(IS_REAL_CLIENT(self))
1166         {
1167                 if(!autocvar_g_campaign)
1168                 {
1169                         self.motd_actived_time = -1;
1170                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1171                 }
1172
1173                 if(g_weaponarena_weapons == WEPSET(TUBA))
1174                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1175         }
1176
1177         if(!sv_foginterval && world.fog != "")
1178                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1179
1180         W_HitPlotOpen(self);
1181
1182         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
1183                 send_CSQC_teamnagger();
1184
1185         CheatInitClient();
1186
1187         CSQCMODEL_AUTOINIT(self);
1188
1189         self.model_randomizer = random();
1190
1191         if(IS_REAL_CLIENT(self))
1192                 sv_notice_join(self);
1193
1194         for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
1195                 WITH(entity, self, e, e.init_for_player(this));
1196         }
1197
1198         MUTATOR_CALLHOOK(ClientConnect, self);
1199 }
1200 /*
1201 =============
1202 ClientDisconnect
1203
1204 Called when a client disconnects from the server
1205 =============
1206 */
1207 .entity chatbubbleentity;
1208 void ReadyCount();
1209 void ClientDisconnect ()
1210 {SELFPARAM();
1211         if(self.vehicle)
1212             vehicles_exit(VHEF_RELEASE);
1213
1214         if (!IS_CLIENT(self))
1215         {
1216                 LOG_INFO("Warning: ClientDisconnect without ClientConnect\n");
1217                 return;
1218         }
1219
1220         PlayerStats_GameReport_FinalizePlayer(self);
1221
1222         if ( self.active_minigame )
1223                 part_minigame(self);
1224
1225         if(IS_PLAYER(self)) { Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1); }
1226
1227         CheatShutdownClient();
1228
1229         W_HitPlotClose(self);
1230
1231         anticheat_report();
1232         anticheat_shutdown();
1233
1234         playerdemo_shutdown();
1235
1236         bot_clientdisconnect();
1237
1238         entcs_detach(self);
1239
1240         if(autocvar_sv_eventlog)
1241                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1242
1243         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1244
1245         MUTATOR_CALLHOOK(ClientDisconnect);
1246
1247         Portal_ClearAll(self);
1248
1249         Unfreeze(self);
1250
1251         RemoveGrapplingHook(self);
1252
1253         // Here, everything has been done that requires this player to be a client.
1254
1255         self.flags &= ~FL_CLIENT;
1256
1257         if (self.chatbubbleentity)
1258                 remove (self.chatbubbleentity);
1259
1260         if (self.killindicator)
1261                 remove (self.killindicator);
1262
1263         WaypointSprite_PlayerGone();
1264
1265         bot_relinkplayerlist();
1266
1267         accuracy_free(self);
1268         Inventory_delete(self);
1269         ClientData_Detach();
1270         PlayerScore_Detach(self);
1271
1272         if(self.netname_previous)
1273                 strunzone(self.netname_previous);
1274         if(self.clientstatus)
1275                 strunzone(self.clientstatus);
1276         if(self.weaponorder_byimpulse)
1277                 strunzone(self.weaponorder_byimpulse);
1278
1279         if(self.personal)
1280                 remove(self.personal);
1281
1282         self.playerid = 0;
1283         ReadyCount();
1284
1285         // free cvars
1286         GetCvars(-1);
1287 }
1288
1289 .float BUTTON_CHAT;
1290 void ChatBubbleThink()
1291 {SELFPARAM();
1292         self.nextthink = time;
1293         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1294         {
1295                 if(self.owner) // but why can that ever be world?
1296                         self.owner.chatbubbleentity = world;
1297                 remove(self);
1298                 return;
1299         }
1300
1301         self.mdl = "";
1302
1303         if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
1304         {
1305                 if ( self.owner.active_minigame )
1306                         self.mdl = "models/sprites/minigame_busy.iqm";
1307                 else if ( self.owner.BUTTON_CHAT )
1308                         self.mdl = "models/misc/chatbubble.spr";
1309         }
1310
1311         if ( self.model != self.mdl )
1312                 _setmodel(self, self.mdl);
1313
1314 }
1315
1316 void UpdateChatBubble()
1317 {SELFPARAM();
1318         if (self.alpha < 0)
1319                 return;
1320         // spawn a chatbubble entity if needed
1321         if (!self.chatbubbleentity)
1322         {
1323                 self.chatbubbleentity = new(chatbubbleentity);
1324                 self.chatbubbleentity.owner = self;
1325                 self.chatbubbleentity.exteriormodeltoclient = self;
1326                 self.chatbubbleentity.think = ChatBubbleThink;
1327                 self.chatbubbleentity.nextthink = time;
1328                 setmodel(self.chatbubbleentity, MDL_CHAT); // precision set below
1329                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1330                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1331                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1332                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1333                 //self.chatbubbleentity.model = "";
1334                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1335         }
1336 }
1337
1338
1339 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1340 // added to the model skins
1341 /*void UpdateColorModHack()
1342 {
1343         float c;
1344         c = self.clientcolors & 15;
1345         // LordHavoc: only bothering to support white, green, red, yellow, blue
1346              if (!teamplay) self.colormod = '0 0 0';
1347         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1348         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1349         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1350         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1351         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1352         else self.colormod = '1 1 1';
1353 }*/
1354
1355 void respawn()
1356 {SELFPARAM();
1357         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1358         {
1359                 self.solid = SOLID_NOT;
1360                 self.takedamage = DAMAGE_NO;
1361                 self.movetype = MOVETYPE_FLY;
1362                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1363                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1364                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1365                 Send_Effect(EFFECT_RESPAWN_GHOST, self.origin, '0 0 0', 1);
1366                 if(autocvar_g_respawn_ghosts_maxtime)
1367                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1368         }
1369
1370         CopyBody(1);
1371
1372         self.effects |= EF_NODRAW; // prevent another CopyBody
1373         PutClientInServer();
1374 }
1375
1376 void play_countdown(float finished, string samp)
1377 {SELFPARAM();
1378         if(IS_REAL_CLIENT(self))
1379                 if(floor(finished - time - frametime) != floor(finished - time))
1380                         if(finished - time < 6)
1381                                 _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1382 }
1383
1384 void player_powerups ()
1385 {SELFPARAM();
1386         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1387         int items_prev = self.items;
1388
1389         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1390                 self.modelflags |= MF_ROCKET;
1391         else
1392                 self.modelflags &= ~MF_ROCKET;
1393
1394         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1395
1396         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1397                 return;
1398
1399         Fire_ApplyDamage(self);
1400         Fire_ApplyEffect(self);
1401
1402         if (!g_instagib)
1403         {
1404                 if (self.items & ITEM_Strength.m_itemid)
1405                 {
1406                         play_countdown(self.strength_finished, SND(POWEROFF));
1407                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1408                         if (time > self.strength_finished)
1409                         {
1410                                 self.items = self.items - (self.items & ITEM_Strength.m_itemid);
1411                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1412                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1413                         }
1414                 }
1415                 else
1416                 {
1417                         if (time < self.strength_finished)
1418                         {
1419                                 self.items = self.items | ITEM_Strength.m_itemid;
1420                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1421                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1422                         }
1423                 }
1424                 if (self.items & ITEM_Shield.m_itemid)
1425                 {
1426                         play_countdown(self.invincible_finished, SND(POWEROFF));
1427                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1428                         if (time > self.invincible_finished)
1429                         {
1430                                 self.items = self.items - (self.items & ITEM_Shield.m_itemid);
1431                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1432                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1433                         }
1434                 }
1435                 else
1436                 {
1437                         if (time < self.invincible_finished)
1438                         {
1439                                 self.items = self.items | ITEM_Shield.m_itemid;
1440                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1441                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1442                         }
1443                 }
1444                 if (self.items & IT_SUPERWEAPON)
1445                 {
1446                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1447                         {
1448                                 self.superweapons_finished = 0;
1449                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1450                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1451                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1452                         }
1453                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1454                         {
1455                                 // don't let them run out
1456                         }
1457                         else
1458                         {
1459                                 play_countdown(self.superweapons_finished, SND(POWEROFF));
1460                                 if (time > self.superweapons_finished)
1461                                 {
1462                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1463                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1464                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1465                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1466                                 }
1467                         }
1468                 }
1469                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1470                 {
1471                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1472                         {
1473                                 self.items = self.items | IT_SUPERWEAPON;
1474                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1475                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1476                         }
1477                         else
1478                         {
1479                                 self.superweapons_finished = 0;
1480                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1481                         }
1482                 }
1483                 else
1484                 {
1485                         self.superweapons_finished = 0;
1486                 }
1487         }
1488
1489         if(autocvar_g_nodepthtestplayers)
1490                 self.effects = self.effects | EF_NODEPTHTEST;
1491
1492         if(autocvar_g_fullbrightplayers)
1493                 self.effects = self.effects | EF_FULLBRIGHT;
1494
1495         if (time >= game_starttime)
1496         if (time < self.spawnshieldtime)
1497                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1498
1499         MUTATOR_CALLHOOK(PlayerPowerups, self, items_prev);
1500 }
1501
1502 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1503 {
1504         if(current > stable)
1505                 return current;
1506         else if(current > stable - 0.25) // when close enough, "snap"
1507                 return stable;
1508         else
1509                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1510 }
1511
1512 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1513 {
1514         if(current < stable)
1515                 return current;
1516         else if(current < stable + 0.25) // when close enough, "snap"
1517                 return stable;
1518         else
1519                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1520 }
1521
1522 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1523 {
1524         if(current > rotstable)
1525         {
1526                 if(rotframetime > 0)
1527                 {
1528                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1529                         current = max(rotstable, current - rotlinear * rotframetime);
1530                 }
1531         }
1532         else if(current < regenstable)
1533         {
1534                 if(regenframetime > 0)
1535                 {
1536                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1537                         current = min(regenstable, current + regenlinear * regenframetime);
1538                 }
1539         }
1540
1541         if(current > limit)
1542                 current = limit;
1543
1544         return current;
1545 }
1546
1547 void player_regen ()
1548 {SELFPARAM();
1549         float max_mod, regen_mod, rot_mod, limit_mod;
1550         max_mod = regen_mod = rot_mod = limit_mod = 1;
1551         regen_mod_max = max_mod;
1552         regen_mod_regen = regen_mod;
1553         regen_mod_rot = rot_mod;
1554         regen_mod_limit = limit_mod;
1555
1556         regen_health = autocvar_g_balance_health_regen;
1557         regen_health_linear = autocvar_g_balance_health_regenlinear;
1558         regen_health_rot = autocvar_g_balance_health_rot;
1559         regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1560         regen_health_stable = autocvar_g_balance_health_regenstable;
1561         regen_health_rotstable = autocvar_g_balance_health_rotstable;
1562         if(!MUTATOR_CALLHOOK(PlayerRegen))
1563         if(!self.frozen)
1564         {
1565                 float mina, maxa, limith, limita;
1566                 maxa = autocvar_g_balance_armor_rotstable;
1567                 mina = autocvar_g_balance_armor_regenstable;
1568                 limith = autocvar_g_balance_health_limit;
1569                 limita = autocvar_g_balance_armor_limit;
1570
1571                 max_mod = regen_mod_max;
1572                 regen_mod = regen_mod_regen;
1573                 rot_mod = regen_mod_rot;
1574                 limit_mod = regen_mod_limit;
1575
1576                 regen_health_rotstable = regen_health_rotstable * max_mod;
1577                 regen_health_stable = regen_health_stable * max_mod;
1578                 limith = limith * limit_mod;
1579                 limita = limita * limit_mod;
1580
1581                 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);
1582                 self.health = CalcRotRegen(self.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > self.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1583         }
1584
1585         // if player rotted to death...  die!
1586         // check this outside above checks, as player may still be able to rot to death
1587         if(self.health < 1)
1588         {
1589                 if(self.vehicle)
1590                         vehicles_exit(VHEF_RELEASE);
1591                 if(self.event_damage)
1592                         self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
1593         }
1594
1595         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1596         {
1597                 float minf, maxf, limitf;
1598
1599                 maxf = autocvar_g_balance_fuel_rotstable;
1600                 minf = autocvar_g_balance_fuel_regenstable;
1601                 limitf = autocvar_g_balance_fuel_limit;
1602
1603                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1604         }
1605 }
1606
1607 float zoomstate_set;
1608 void SetZoomState(float z)
1609 {SELFPARAM();
1610         if(z != self.zoomstate)
1611         {
1612                 self.zoomstate = z;
1613                 ClientData_Touch(self);
1614         }
1615         zoomstate_set = 1;
1616 }
1617
1618 void GetPressedKeys()
1619 {
1620         SELFPARAM();
1621         MUTATOR_CALLHOOK(GetPressedKeys);
1622         int keys = this.pressedkeys;
1623         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1624         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1625         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1626         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1627
1628         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1629         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1630         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1631         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1632         this.pressedkeys = keys;
1633 }
1634
1635 /*
1636 ======================
1637 spectate mode routines
1638 ======================
1639 */
1640
1641 void SpectateCopy(entity this, entity spectatee)
1642 {
1643         MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
1644         self.armortype = spectatee.armortype;
1645         self.armorvalue = spectatee.armorvalue;
1646         self.ammo_cells = spectatee.ammo_cells;
1647         self.ammo_plasma = spectatee.ammo_plasma;
1648         self.ammo_shells = spectatee.ammo_shells;
1649         self.ammo_nails = spectatee.ammo_nails;
1650         self.ammo_rockets = spectatee.ammo_rockets;
1651         self.ammo_fuel = spectatee.ammo_fuel;
1652         self.clip_load = spectatee.clip_load;
1653         self.clip_size = spectatee.clip_size;
1654         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1655         self.health = spectatee.health;
1656         self.impulse = 0;
1657         self.items = spectatee.items;
1658         self.last_pickup = spectatee.last_pickup;
1659         self.hit_time = spectatee.hit_time;
1660         self.strength_finished = spectatee.strength_finished;
1661         self.invincible_finished = spectatee.invincible_finished;
1662         self.pressedkeys = spectatee.pressedkeys;
1663         self.weapons = spectatee.weapons;
1664         self.switchweapon = spectatee.switchweapon;
1665         self.switchingweapon = spectatee.switchingweapon;
1666         self.weapon = spectatee.weapon;
1667         self.vortex_charge = spectatee.vortex_charge;
1668         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1669         self.hagar_load = spectatee.hagar_load;
1670         self.arc_heat_percent = spectatee.arc_heat_percent;
1671         self.minelayer_mines = spectatee.minelayer_mines;
1672         self.punchangle = spectatee.punchangle;
1673         self.view_ofs = spectatee.view_ofs;
1674         self.velocity = spectatee.velocity;
1675         self.dmg_take = spectatee.dmg_take;
1676         self.dmg_save = spectatee.dmg_save;
1677         self.dmg_inflictor = spectatee.dmg_inflictor;
1678         self.v_angle = spectatee.v_angle;
1679         self.angles = spectatee.v_angle;
1680         self.frozen = spectatee.frozen;
1681         self.revive_progress = spectatee.revive_progress;
1682         if(!self.BUTTON_USE)
1683                 self.fixangle = true;
1684         setorigin(self, spectatee.origin);
1685         setsize(self, spectatee.mins, spectatee.maxs);
1686         SetZoomState(spectatee.zoomstate);
1687
1688     anticheat_spectatecopy(spectatee);
1689         self.hud = spectatee.hud;
1690         if(spectatee.vehicle)
1691     {
1692         self.fixangle = false;
1693         //self.velocity = spectatee.vehicle.velocity;
1694         self.vehicle_health = spectatee.vehicle_health;
1695         self.vehicle_shield = spectatee.vehicle_shield;
1696         self.vehicle_energy = spectatee.vehicle_energy;
1697         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1698         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1699         self.vehicle_reload1 = spectatee.vehicle_reload1;
1700         self.vehicle_reload2 = spectatee.vehicle_reload2;
1701
1702         msg_entity = self;
1703
1704         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1705             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1706             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1707             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1708
1709         //WriteByte (MSG_ONE, SVC_SETVIEW);
1710         //    WriteEntity(MSG_ONE, self);
1711         //makevectors(spectatee.v_angle);
1712         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1713     }
1714 }
1715
1716 bool SpectateUpdate()
1717 {SELFPARAM();
1718         if(!self.enemy)
1719             return false;
1720
1721         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1722         {
1723                 SetSpectatee(self, NULL);
1724                 return false;
1725         }
1726
1727         SpectateCopy(this, this.enemy);
1728
1729         return true;
1730 }
1731
1732 bool SpectateSet()
1733 {SELFPARAM();
1734         if(!IS_PLAYER(self.enemy))
1735                 return false;
1736
1737         msg_entity = self;
1738         WriteByte(MSG_ONE, SVC_SETVIEW);
1739         WriteEntity(MSG_ONE, self.enemy);
1740         self.movetype = MOVETYPE_NONE;
1741         accuracy_resend(self);
1742
1743         if(!SpectateUpdate())
1744                 PutObserverInServer();
1745
1746         return true;
1747 }
1748
1749 void SetSpectatee(entity player, entity spectatee)
1750 {
1751         entity old_spectatee = player.enemy;
1752
1753         player.enemy = spectatee;
1754
1755         // WEAPONTODO
1756         // these are required to fix the spectator bug with arc
1757         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1758         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1759 }
1760
1761 bool Spectate(entity pl)
1762 {SELFPARAM();
1763         if(MUTATOR_CALLHOOK(SpectateSet, self, pl))
1764                 return false;
1765         pl = spec_player;
1766
1767         SetSpectatee(self, pl);
1768         return SpectateSet();
1769 }
1770
1771 bool SpectateNext()
1772 {SELFPARAM();
1773         other = find(self.enemy, classname, "player");
1774
1775         if (MUTATOR_CALLHOOK(SpectateNext, self, other))
1776                 other = spec_player;
1777         else if (!other)
1778                 other = find(other, classname, "player");
1779
1780         if(other) { SetSpectatee(self, other); }
1781
1782         return SpectateSet();
1783 }
1784
1785 bool SpectatePrev()
1786 {SELFPARAM();
1787         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1788         other = findchain(classname, "player");
1789         if (!other) // no player
1790                 return false;
1791
1792         entity first = other;
1793         // skip players until current spectated player
1794         if(self.enemy)
1795         while(other && other != self.enemy)
1796                 other = other.chain;
1797
1798         switch (MUTATOR_CALLHOOK(SpectatePrev, self, other, first))
1799         {
1800                 case MUT_SPECPREV_FOUND:
1801                     other = spec_player;
1802                     break;
1803                 case MUT_SPECPREV_RETURN:
1804                     other = spec_player;
1805                     return true;
1806                 case MUT_SPECPREV_CONTINUE:
1807                 default:
1808                 {
1809                         if(other.chain)
1810                                 other = other.chain;
1811                         else
1812                                 other = first;
1813                         break;
1814                 }
1815         }
1816
1817         SetSpectatee(self, other);
1818         return SpectateSet();
1819 }
1820
1821 /*
1822 =============
1823 ShowRespawnCountdown()
1824
1825 Update a respawn countdown display.
1826 =============
1827 */
1828 void ShowRespawnCountdown()
1829 {SELFPARAM();
1830         float number;
1831         if(self.deadflag == DEAD_NO) // just respawned?
1832                 return;
1833         else
1834         {
1835                 number = ceil(self.respawn_time - time);
1836                 if(number <= 0)
1837                         return;
1838                 if(number <= self.respawn_countdown)
1839                 {
1840                         self.respawn_countdown = number - 1;
1841                         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
1842                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1843                 }
1844         }
1845 }
1846
1847 void LeaveSpectatorMode()
1848 {SELFPARAM();
1849         if(self.caplayer)
1850                 return;
1851         if(nJoinAllowed(self))
1852         {
1853                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1854                 {
1855                         self.classname = STR_PLAYER;
1856
1857                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1858                                 { JoinBestTeam(self, false, true); }
1859
1860                         if(autocvar_g_campaign)
1861                                 { campaign_bots_may_start = 1; }
1862
1863                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1864
1865                         PutClientInServer();
1866
1867                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1868                 }
1869                 else
1870                         stuffcmd(self, "menu_showteamselect\n");
1871         }
1872         else
1873         {
1874                 // Player may not join because g_maxplayers is set
1875                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1876         }
1877 }
1878
1879 /**
1880  * Determines whether the player is allowed to join. This depends on cvar
1881  * g_maxplayers, if it isn't used this function always return true, otherwise
1882  * it checks whether the number of currently playing players exceeds g_maxplayers.
1883  * @return int number of free slots for players, 0 if none
1884  */
1885 float nJoinAllowed(entity ignore)
1886 {SELFPARAM();
1887         if(!ignore)
1888         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1889         // so report 0 free slots if restricted
1890         {
1891                 if(autocvar_g_forced_team_otherwise == "spectate")
1892                         return 0;
1893                 if(autocvar_g_forced_team_otherwise == "spectator")
1894                         return 0;
1895         }
1896
1897         if(self.team_forced < 0)
1898                 return 0; // forced spectators can never join
1899
1900         // TODO simplify this
1901         entity e;
1902         float totalClients = 0;
1903         FOR_EACH_CLIENT(e)
1904                 if(e != ignore)
1905                         totalClients += 1;
1906
1907         if (!autocvar_g_maxplayers)
1908                 return maxclients - totalClients;
1909
1910         float currentlyPlaying = 0;
1911         FOR_EACH_REALCLIENT(e)
1912                 if(IS_PLAYER(e) || e.caplayer)
1913                         currentlyPlaying += 1;
1914
1915         if(currentlyPlaying < autocvar_g_maxplayers)
1916                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1917
1918         return 0;
1919 }
1920
1921 /**
1922  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1923  * g_maxplayers_spectator_blocktime seconds
1924  */
1925 void checkSpectatorBlock()
1926 {SELFPARAM();
1927         if(IS_SPEC(self) || IS_OBSERVER(self))
1928         if(!self.caplayer)
1929         if(IS_REAL_CLIENT(self))
1930         {
1931                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1932                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1933                         dropclient(self);
1934                 }
1935         }
1936 }
1937
1938 void PrintWelcomeMessage()
1939 {SELFPARAM();
1940         if(self.motd_actived_time == 0)
1941         {
1942                 if (autocvar_g_campaign) {
1943                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
1944                                 self.motd_actived_time = time;
1945                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
1946                         }
1947                 } else {
1948                         if (self.BUTTON_INFO) {
1949                                 self.motd_actived_time = time;
1950                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1951                         }
1952                 }
1953         }
1954         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
1955         {
1956                 if (autocvar_g_campaign) {
1957                         if (self.BUTTON_INFO)
1958                                 self.motd_actived_time = time;
1959                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
1960                                 self.motd_actived_time = 0;
1961                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1962                         }
1963                 } else {
1964                         if (self.BUTTON_INFO)
1965                                 self.motd_actived_time = time;
1966                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1967                                 self.motd_actived_time = 0;
1968                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1969                         }
1970                 }
1971         }
1972         else //if(self.motd_actived_time < 0) // just connected, motd is active
1973         {
1974                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
1975                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1976                 else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
1977                 {
1978                         // instanctly hide MOTD
1979                         self.motd_actived_time = 0;
1980                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
1981                 }
1982         }
1983 }
1984
1985 void ObserverThink()
1986 {SELFPARAM();
1987         if ( self.impulse )
1988         {
1989                 MinigameImpulse(self, self.impulse);
1990                 self.impulse = 0;
1991         }
1992         float prefered_movetype;
1993         if (self.flags & FL_JUMPRELEASED) {
1994                 if (self.BUTTON_JUMP && !self.version_mismatch) {
1995                         self.flags &= ~FL_JUMPRELEASED;
1996                         self.flags |= FL_SPAWNING;
1997                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
1998                         self.flags &= ~FL_JUMPRELEASED;
1999                         if(SpectateNext()) {
2000                                 self.classname = STR_SPECTATOR;
2001                         }
2002                 } else {
2003                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2004                         if (self.movetype != prefered_movetype)
2005                                 self.movetype = prefered_movetype;
2006                 }
2007         } else {
2008                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2009                         self.flags |= FL_JUMPRELEASED;
2010                         if(self.flags & FL_SPAWNING)
2011                         {
2012                                 self.flags &= ~FL_SPAWNING;
2013                                 LeaveSpectatorMode();
2014                                 return;
2015                         }
2016                 }
2017         }
2018 }
2019
2020 void SpectatorThink()
2021 {SELFPARAM();
2022         if ( self.impulse )
2023         {
2024                 if(MinigameImpulse(self, self.impulse))
2025                         self.impulse = 0;
2026         }
2027         if (self.flags & FL_JUMPRELEASED) {
2028                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2029                         self.flags &= ~FL_JUMPRELEASED;
2030                         self.flags |= FL_SPAWNING;
2031                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2032                         self.flags &= ~FL_JUMPRELEASED;
2033                         if(SpectateNext()) {
2034                                 self.classname = STR_SPECTATOR;
2035                         } else {
2036                                 self.classname = STR_OBSERVER;
2037                                 PutClientInServer();
2038                         }
2039                         self.impulse = 0;
2040                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2041                         self.flags &= ~FL_JUMPRELEASED;
2042                         if(SpectatePrev()) {
2043                                 self.classname = STR_SPECTATOR;
2044                         } else {
2045                                 self.classname = STR_OBSERVER;
2046                                 PutClientInServer();
2047                         }
2048                         self.impulse = 0;
2049                 } else if (self.BUTTON_ATCK2) {
2050                         self.flags &= ~FL_JUMPRELEASED;
2051                         self.classname = STR_OBSERVER;
2052                         PutClientInServer();
2053                 } else {
2054                         if(!SpectateUpdate())
2055                                 PutObserverInServer();
2056                 }
2057         } else {
2058                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2059                         self.flags |= FL_JUMPRELEASED;
2060                         if(self.flags & FL_SPAWNING)
2061                         {
2062                                 self.flags &= ~FL_SPAWNING;
2063                                 LeaveSpectatorMode();
2064                                 return;
2065                         }
2066                 }
2067                 if(!SpectateUpdate())
2068                         PutObserverInServer();
2069         }
2070
2071         self.flags |= FL_CLIENT | FL_NOTARGET;
2072 }
2073
2074 void vehicles_enter (entity pl, entity veh);
2075 void PlayerUseKey()
2076 {SELFPARAM();
2077         if (!IS_PLAYER(self))
2078                 return;
2079
2080         if(self.vehicle)
2081         {
2082                 if(!gameover)
2083                 {
2084                         vehicles_exit(VHEF_NORMAL);
2085                         return;
2086                 }
2087         }
2088         else if(autocvar_g_vehicles_enter)
2089         {
2090                 if(!self.frozen)
2091                 if(self.deadflag == DEAD_NO)
2092                 if(!gameover)
2093                 {
2094                         entity head, closest_target = world;
2095                         head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
2096
2097                         while(head) // find the closest acceptable target to enter
2098                         {
2099                                 if(head.vehicle_flags & VHF_ISVEHICLE)
2100                                 if(head.deadflag == DEAD_NO)
2101                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
2102                                 if(head.takedamage != DAMAGE_NO)
2103                                 {
2104                                         if(closest_target)
2105                                         {
2106                                                 if(vlen(self.origin - head.origin) < vlen(self.origin - closest_target.origin))
2107                                                 { closest_target = head; }
2108                                         }
2109                                         else { closest_target = head; }
2110                                 }
2111
2112                                 head = head.chain;
2113                         }
2114
2115                         if(closest_target) { vehicles_enter(self, closest_target); return; }
2116                 }
2117         }
2118
2119         // a use key was pressed; call handlers
2120         MUTATOR_CALLHOOK(PlayerUseKey);
2121 }
2122
2123
2124 /*
2125 =============
2126 PlayerPreThink
2127
2128 Called every frame for each client before the physics are run
2129 =============
2130 */
2131 .float usekeypressed;
2132 void() nexball_setstatus;
2133 .float last_vehiclecheck;
2134 .int items_added;
2135 void PlayerPreThink ()
2136 {SELFPARAM();
2137         WarpZone_PlayerPhysics_FixVAngle();
2138
2139         self.stat_game_starttime = game_starttime;
2140         self.stat_round_starttime = round_starttime;
2141         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2142         self.stat_leadlimit = autocvar_leadlimit;
2143
2144         self.weaponsinmap = weaponsInMap;
2145
2146         if(frametime)
2147         {
2148                 // physics frames: update anticheat stuff
2149                 anticheat_prethink();
2150         }
2151
2152         if(blockSpectators && frametime)
2153                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2154                 checkSpectatorBlock();
2155
2156         zoomstate_set = 0;
2157
2158         // Savage: Check for nameless players
2159         if (isInvisibleString(self.netname)) {
2160                 string new_name = strzone(strcat("Player@", ftos(self.playerid)));
2161                 if(autocvar_sv_eventlog)
2162                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2163                 if(self.netname_previous)
2164                         strunzone(self.netname_previous);
2165                 self.netname_previous = strzone(new_name);
2166                 self.netname = self.netname_previous;
2167                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2168         } else if(self.netname_previous != self.netname) {
2169                 if(autocvar_sv_eventlog)
2170                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2171                 if(self.netname_previous)
2172                         strunzone(self.netname_previous);
2173                 self.netname_previous = strzone(self.netname);
2174         }
2175
2176         // version nagging
2177         if(self.version_nagtime)
2178                 if(self.cvar_g_xonoticversion)
2179                         if(time > self.version_nagtime)
2180                         {
2181                                 // don't notify git users
2182                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2183                                 {
2184                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2185                                         {
2186                                                 // notify release users if connecting to git
2187                                                 LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2188                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2189                                         }
2190                                         else
2191                                         {
2192                                                 float r;
2193                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2194                                                 if(r < 0)
2195                                                 {
2196                                                         // give users new version
2197                                                         LOG_TRACE("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2198                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2199                                                 }
2200                                                 else if(r > 0)
2201                                                 {
2202                                                         // notify users about old server version
2203                                                         LOG_INFO("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2204                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2205                                                 }
2206                                         }
2207                                 }
2208                                 self.version_nagtime = 0;
2209                         }
2210
2211         // GOD MODE info
2212         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2213         {
2214                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2215                 self.max_armorvalue = 0;
2216         }
2217
2218         if(self.frozen == 2)
2219         {
2220                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2221                 self.health = max(1, self.revive_progress * start_health);
2222                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2223
2224                 if(self.revive_progress >= 1)
2225                         Unfreeze(self);
2226         }
2227         else if(self.frozen == 3)
2228         {
2229                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2230                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2231
2232                 if(self.health < 1)
2233                 {
2234                         if(self.vehicle)
2235                                 vehicles_exit(VHEF_RELEASE);
2236                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
2237                 }
2238                 else if ( self.revive_progress <= 0 )
2239                         Unfreeze(self);
2240         }
2241
2242         MUTATOR_CALLHOOK(PlayerPreThink);
2243
2244         if(autocvar_g_vehicles_enter)
2245         if(time > self.last_vehiclecheck)
2246         if(IS_PLAYER(self))
2247         if(!gameover)
2248         if(!self.frozen)
2249         if(!self.vehicle)
2250         if(self.deadflag == DEAD_NO)
2251         {
2252                 entity veh;
2253                 for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
2254                 if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
2255                 if(veh.deadflag == DEAD_NO)
2256                 if(veh.takedamage != DAMAGE_NO)
2257                 if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
2258                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2259                 else if(!veh.owner)
2260                 if(!veh.team || SAME_TEAM(self, veh))
2261                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER);
2262                 else if(autocvar_g_vehicles_steal)
2263                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2264
2265                 self.last_vehiclecheck = time + 1;
2266         }
2267
2268         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2269         {
2270                 if(self.BUTTON_USE && !self.usekeypressed)
2271                         PlayerUseKey();
2272                 self.usekeypressed = self.BUTTON_USE;
2273         }
2274
2275         if(IS_REAL_CLIENT(self))
2276                 PrintWelcomeMessage();
2277
2278         if(IS_PLAYER(self))
2279         {
2280
2281                 CheckRules_Player();
2282
2283                 if (intermission_running)
2284                 {
2285                         IntermissionThink ();   // otherwise a button could be missed between
2286                         return;                                 // the think tics
2287                 }
2288
2289                 //don't allow the player to turn around while game is paused!
2290                 if(timeout_status == TIMEOUT_ACTIVE) {
2291                         // FIXME turn this into CSQC stuff
2292                         self.v_angle = self.lastV_angle;
2293                         self.angles = self.lastV_angle;
2294                         self.fixangle = true;
2295                 }
2296
2297                 if(frametime)
2298                 {
2299                         player_powerups();
2300                 }
2301
2302                 if (self.deadflag != DEAD_NO)
2303                 {
2304                         if(self.personal && g_race_qualifying)
2305                         {
2306                                 if(time > self.respawn_time)
2307                                 {
2308                                         self.respawn_time = time + 1; // only retry once a second
2309                                         self.stat_respawn_time = self.respawn_time;
2310                                         respawn();
2311                                         self.impulse = 141;
2312                                 }
2313                         }
2314                         else
2315                         {
2316                                 float button_pressed;
2317                                 if(frametime)
2318                                         player_anim();
2319                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2320
2321                                 if (self.deadflag == DEAD_DYING)
2322                                 {
2323                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2324                                                 self.deadflag = DEAD_RESPAWNING;
2325                                         else if(!button_pressed)
2326                                                 self.deadflag = DEAD_DEAD;
2327                                 }
2328                                 else if (self.deadflag == DEAD_DEAD)
2329                                 {
2330                                         if(button_pressed)
2331                                                 self.deadflag = DEAD_RESPAWNABLE;
2332                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2333                                                 self.deadflag = DEAD_RESPAWNING;
2334                                 }
2335                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2336                                 {
2337                                         if(!button_pressed)
2338                                                 self.deadflag = DEAD_RESPAWNING;
2339                                 }
2340                                 else if (self.deadflag == DEAD_RESPAWNING)
2341                                 {
2342                                         if(time > self.respawn_time)
2343                                         {
2344                                                 self.respawn_time = time + 1; // only retry once a second
2345                                                 self.respawn_time_max = self.respawn_time;
2346                                                 respawn();
2347                                         }
2348                                 }
2349
2350                                 ShowRespawnCountdown();
2351
2352                                 if(self.respawn_flags & RESPAWN_SILENT)
2353                                         self.stat_respawn_time = 0;
2354                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2355                                         self.stat_respawn_time = self.respawn_time_max;
2356                                 else
2357                                         self.stat_respawn_time = self.respawn_time;
2358                         }
2359
2360                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2361                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2362                                 self.stat_respawn_time *= -1;
2363
2364                         return;
2365                 }
2366
2367                 self.prevorigin = self.origin;
2368
2369                 float do_crouch = self.BUTTON_CROUCH;
2370                 if(self.hook.state)
2371                         do_crouch = 0;
2372                 if(self.vehicle)
2373                         do_crouch = 0;
2374                 if(self.frozen)
2375                         do_crouch = 0;
2376
2377                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2378                 // It cannot be predicted by the engine!
2379                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2380                 if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
2381                         do_crouch = 0;
2382
2383                 if (do_crouch)
2384                 {
2385                         if (!self.crouch)
2386                         {
2387                                 self.crouch = true;
2388                                 self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
2389                                 setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
2390                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2391                         }
2392                 }
2393                 else
2394                 {
2395                         if (self.crouch)
2396                         {
2397                                 tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
2398                                 if (!trace_startsolid)
2399                                 {
2400                                         self.crouch = false;
2401                                         self.view_ofs = STAT(PL_VIEW_OFS, self);
2402                                         setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
2403                                 }
2404                         }
2405                 }
2406
2407                 FixPlayermodel(self);
2408
2409                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2410                 //if(frametime)
2411                 {
2412                         self.items &= ~self.items_added;
2413
2414                         W_WeaponFrame(self);
2415
2416                         self.items_added = 0;
2417                         if(self.items & ITEM_Jetpack.m_itemid)
2418                                 if(self.items & ITEM_JetpackRegen.m_itemid || self.ammo_fuel >= 0.01)
2419                                         self.items_added |= IT_FUEL;
2420
2421                         self.items |= self.items_added;
2422                 }
2423
2424                 player_regen();
2425
2426                 // WEAPONTODO: Add a weapon request for this
2427                 // rot vortex charge to the charge limit
2428                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2429                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2430
2431                 if(frametime)
2432                         player_anim();
2433
2434                 // secret status
2435                 secrets_setstatus();
2436
2437                 // monsters status
2438                 monsters_setstatus();
2439
2440                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2441
2442                 //self.angles_y=self.v_angle_y + 90;   // temp
2443         } else if(gameover) {
2444                 if (intermission_running)
2445                         IntermissionThink ();   // otherwise a button could be missed between
2446                 return;
2447         } else if(IS_OBSERVER(self)) {
2448                 ObserverThink();
2449         } else if(IS_SPEC(self)) {
2450                 SpectatorThink();
2451         }
2452
2453         // WEAPONTODO: Add weapon request for this
2454         if(!zoomstate_set)
2455                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2456
2457         float oldspectatee_status;
2458         oldspectatee_status = self.spectatee_status;
2459         if(IS_SPEC(self))
2460                 self.spectatee_status = num_for_edict(self.enemy);
2461         else if(IS_OBSERVER(self))
2462                 self.spectatee_status = num_for_edict(self);
2463         else
2464                 self.spectatee_status = 0;
2465         if(self.spectatee_status != oldspectatee_status)
2466         {
2467                 ClientData_Touch(self);
2468                 if(g_race || g_cts)
2469                         race_InitSpectator();
2470         }
2471
2472         if(self.teamkill_soundtime)
2473         if(time > self.teamkill_soundtime)
2474         {
2475                 self.teamkill_soundtime = 0;
2476
2477                 entity e = self.teamkill_soundsource;
2478                 entity oldpusher = e.pusher;
2479                 e.pusher = this;
2480                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2481                 e.pusher = oldpusher;
2482         }
2483
2484         if(self.taunt_soundtime)
2485         if(time > self.taunt_soundtime)
2486         {
2487                 self.taunt_soundtime = 0;
2488                 PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2489         }
2490
2491         target_voicescript_next(self);
2492
2493         // WEAPONTODO: Move into weaponsystem somehow
2494         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2495         if(!self.weapon)
2496                 self.clip_load = self.clip_size = 0;
2497 }
2498
2499 void DrownPlayer(entity this)
2500 {
2501         if(this.deadflag != DEAD_NO)
2502                 return;
2503
2504         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2505         {
2506                 if(this.air_finished < time)
2507                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
2508                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2509                 this.dmg = 2;
2510         }
2511         else if (this.air_finished < time)
2512         {       // drown!
2513                 if (this.pain_finished < time)
2514                 {
2515                         Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2516                         this.pain_finished = time + 0.5;
2517                 }
2518         }
2519 }
2520
2521 /*
2522 =============
2523 PlayerPostThink
2524
2525 Called every frame for each client after the physics are run
2526 =============
2527 */
2528 .float idlekick_lasttimeleft;
2529 void PlayerPostThink ()
2530 {SELFPARAM();
2531         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2532         if(IS_REAL_CLIENT(self))
2533         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2534         {
2535                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2536                 {
2537                         if(self.idlekick_lasttimeleft)
2538                         {
2539                                 self.idlekick_lasttimeleft = 0;
2540                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2541                         }
2542                 }
2543                 else
2544                 {
2545                         float timeleft;
2546                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2547                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2548                         {
2549                                 if(!self.idlekick_lasttimeleft)
2550                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2551                         }
2552                         if(timeleft <= 0)
2553                         {
2554                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2555                                 dropclient(self);
2556                                 return;
2557                         }
2558                         else if(timeleft <= 10)
2559                         {
2560                                 if(timeleft != self.idlekick_lasttimeleft)
2561                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2562                                 self.idlekick_lasttimeleft = timeleft;
2563                         }
2564                 }
2565         }
2566
2567         CheatFrame();
2568
2569         //CheckPlayerJump();
2570
2571         if(IS_PLAYER(self)) {
2572                 DrownPlayer(self);
2573                 CheckRules_Player();
2574                 UpdateChatBubble();
2575                 if (self.impulse)
2576                         ImpulseCommands(self);
2577                 if (intermission_running)
2578                         return;         // intermission or finale
2579                 GetPressedKeys();
2580         }
2581
2582         /*
2583         float i;
2584         for(i = 0; i < 1000; ++i)
2585         {
2586                 vector end;
2587                 end = self.origin + '0 0 1024' + 512 * randomvec();
2588                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2589                 if(trace_fraction < 1)
2590                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2591                 {
2592                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2593                         break;
2594                 }
2595         }
2596         */
2597
2598         if(self.waypointsprite_attachedforcarrier)
2599                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
2600
2601         playerdemo_write();
2602
2603         CSQCMODEL_AUTOUPDATE(self);
2604 }