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Client-selectable physics configs
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1 void race_send_recordtime(float msg);
2 void race_SendRankings(float pos, float prevpos, float del, float msg);
3
4 void send_CSQC_teamnagger() {
5         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
6         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
7 }
8
9 float ClientData_Send(entity to, float sf)
10 {
11         if(to != self.owner)
12         {
13                 error("wtf");
14                 return FALSE;
15         }
16
17         entity e;
18
19         e = to;
20         if(IS_SPEC(to))
21                 e = to.enemy;
22
23         sf = 0;
24
25         if(e.race_completed)
26                 sf |= 1; // forced scoreboard
27         if(to.spectatee_status)
28                 sf |= 2; // spectator ent number follows
29         if(e.zoomstate)
30                 sf |= 4; // zoomed
31         if(e.porto_v_angle_held)
32                 sf |= 8; // angles held
33
34         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
35         WriteByte(MSG_ENTITY, sf);
36
37         if(sf & 2)
38                 WriteByte(MSG_ENTITY, to.spectatee_status);
39
40         if(sf & 8)
41         {
42                 WriteAngle(MSG_ENTITY, e.v_angle_x);
43                 WriteAngle(MSG_ENTITY, e.v_angle_y);
44         }
45
46         return TRUE;
47 }
48
49 void ClientData_Attach()
50 {
51         Net_LinkEntity(self.clientdata = spawn(), FALSE, 0, ClientData_Send);
52         self.clientdata.drawonlytoclient = self;
53         self.clientdata.owner = self;
54 }
55
56 void ClientData_Detach()
57 {
58         remove(self.clientdata);
59         self.clientdata = world;
60 }
61
62 void ClientData_Touch(entity e)
63 {
64         e.clientdata.SendFlags = 1;
65
66         // make it spectatable
67         entity e2;
68         FOR_EACH_REALCLIENT(e2)
69         {
70                 if(e2 != e)
71                         if(IS_SPEC(e2))
72                                 if(e2.enemy == e)
73                                         e2.clientdata.SendFlags = 1;
74         }
75 }
76
77 .string netname_previous;
78
79
80 /*
81 =============
82 CheckPlayerModel
83
84 Checks if the argument string can be a valid playermodel.
85 Returns a valid one in doubt.
86 =============
87 */
88 string FallbackPlayerModel;
89 string CheckPlayerModel(string plyermodel) {
90         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
91         {
92                 // note: we cannot summon Don Strunzone here, some player may
93                 // still have the model string set. In case anyone manages how
94                 // to change a cvar default, we'll have a small leak here.
95                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
96         }
97         // only in right path
98         if( substring(plyermodel,0,14) != "models/player/")
99                 return FallbackPlayerModel;
100         // only good file extensions
101         if(substring(plyermodel,-4,4) != ".zym")
102         if(substring(plyermodel,-4,4) != ".dpm")
103         if(substring(plyermodel,-4,4) != ".iqm")
104         if(substring(plyermodel,-4,4) != ".md3")
105         if(substring(plyermodel,-4,4) != ".psk")
106                 return FallbackPlayerModel;
107         // forbid the LOD models
108         if(substring(plyermodel, -9,5) == "_lod1")
109                 return FallbackPlayerModel;
110         if(substring(plyermodel, -9,5) == "_lod2")
111                 return FallbackPlayerModel;
112         if(plyermodel != strtolower(plyermodel))
113                 return FallbackPlayerModel;
114         // also, restrict to server models
115         if(autocvar_sv_servermodelsonly)
116         {
117                 if(!fexists(plyermodel))
118                         return FallbackPlayerModel;
119         }
120         return plyermodel;
121 }
122
123 void setplayermodel(entity e, string modelname)
124 {
125         precache_model(modelname);
126         setmodel(e, modelname);
127         player_setupanimsformodel();
128         UpdatePlayerSounds();
129 }
130
131 /*
132 =============
133 PutObserverInServer
134
135 putting a client as observer in the server
136 =============
137 */
138 void FixPlayermodel();
139 void PutObserverInServer (void)
140 {
141         entity  spot;
142     self.hud = HUD_NORMAL;
143         race_PreSpawnObserver();
144
145         spot = SelectSpawnPoint (TRUE);
146         if(!spot)
147                 error("No spawnpoints for observers?!?\n");
148         RemoveGrapplingHook(self); // Wazat's Grappling Hook
149
150         if(IS_REAL_CLIENT(self))
151         {
152                 msg_entity = self;
153                 WriteByte(MSG_ONE, SVC_SETVIEW);
154                 WriteEntity(MSG_ONE, self);
155         }
156
157         if((g_race && g_race_qualifying) || g_cts)
158         {
159                 if(PlayerScore_Add(self, SP_RACE_FASTEST, 0))
160                         self.frags = FRAGS_LMS_LOSER;
161                 else
162                         self.frags = FRAGS_SPECTATOR;
163         }
164         else
165                 self.frags = FRAGS_SPECTATOR;
166
167         MUTATOR_CALLHOOK(MakePlayerObserver);
168
169         Portal_ClearAll(self);
170
171         if(self.alivetime)
172         {
173                 if(!warmup_stage)
174                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
175                 self.alivetime = 0;
176         }
177
178         if(self.vehicle)
179                 vehicles_exit(VHEF_RELESE);
180
181         WaypointSprite_PlayerDead();
182
183         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
184                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
185
186         if(self.killcount != -666)
187         {
188                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
189                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
190                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
191
192                 if(self.just_joined == FALSE) {
193                         LogTeamchange(self.playerid, -1, 4);
194                 } else
195                         self.just_joined = FALSE;
196         }
197
198         PlayerScore_Clear(self); // clear scores when needed
199
200         accuracy_resend(self);
201
202         self.spectatortime = time;
203
204         self.classname = "observer";
205         self.iscreature = FALSE;
206         self.teleportable = TELEPORT_SIMPLE;
207         self.damagedbycontents = FALSE;
208         self.health = -666;
209         self.takedamage = DAMAGE_NO;
210         self.solid = SOLID_NOT;
211         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
212         self.flags = FL_CLIENT | FL_NOTARGET;
213         self.armorvalue = 666;
214         self.effects = 0;
215         self.armorvalue = autocvar_g_balance_armor_start;
216         self.pauserotarmor_finished = 0;
217         self.pauserothealth_finished = 0;
218         self.pauseregen_finished = 0;
219         self.damageforcescale = 0;
220         self.death_time = 0;
221         self.respawn_flags = 0;
222         self.respawn_time = 0;
223         self.stat_respawn_time = 0;
224         self.alpha = 0;
225         self.scale = 0;
226         self.fade_time = 0;
227         self.pain_frame = 0;
228         self.pain_finished = 0;
229         self.strength_finished = 0;
230         self.invincible_finished = 0;
231         self.superweapons_finished = 0;
232         self.pushltime = 0;
233         self.istypefrag = 0;
234         self.think = func_null;
235         self.nextthink = 0;
236         self.hook_time = 0;
237         self.deadflag = DEAD_NO;
238         self.angles = spot.angles;
239         self.angles_z = 0;
240         self.fixangle = TRUE;
241         self.crouch = FALSE;
242
243         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
244         self.prevorigin = self.origin;
245         self.items = 0;
246         self.weapons = '0 0 0';
247         self.model = "";
248         FixPlayermodel();
249         setmodel(self, "null");
250         self.drawonlytoclient = self;
251
252         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
253         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
254
255         self.weapon = 0;
256         self.weaponname = "";
257         self.switchingweapon = 0;
258         self.weaponmodel = "";
259         self.weaponentity = world;
260         self.exteriorweaponentity = world;
261         self.killcount = -666;
262         self.velocity = '0 0 0';
263         self.avelocity = '0 0 0';
264         self.punchangle = '0 0 0';
265         self.punchvector = '0 0 0';
266         self.oldvelocity = self.velocity;
267         self.fire_endtime = -1;
268 }
269
270 .float model_randomizer;
271 void FixPlayermodel()
272 {
273         string defaultmodel;
274         float defaultskin, chmdl, oldskin, n, i;
275         vector m1, m2;
276
277         defaultmodel = "";
278         defaultskin = 0;
279         chmdl = FALSE;
280
281         if(autocvar_sv_defaultcharacter == 1)
282         {
283                 if(teamplay)
284                 {
285                         string s;
286                         s = Static_Team_ColorName_Lower(self.team);
287                         if(s != "neutral")
288                         {
289                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
290                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
291                         }
292                 }
293
294                 if(defaultmodel == "")
295                 {
296                         defaultmodel = autocvar_sv_defaultplayermodel;
297                         defaultskin = autocvar_sv_defaultplayerskin;
298                 }
299
300                 n = tokenize_console(defaultmodel);
301                 if(n > 0)
302                 {
303                         defaultmodel = argv(floor(n * self.model_randomizer));
304                         // However, do NOT randomize if the player-selected model is in the list.
305                         for (i = 0; i < n; ++i)
306                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
307                                         defaultmodel = argv(i);
308                 }
309
310                 i = strstrofs(defaultmodel, ":", 0);
311                 if(i >= 0)
312                 {
313                         defaultskin = stof(substring(defaultmodel, i+1, -1));
314                         defaultmodel = substring(defaultmodel, 0, i);
315                 }
316         }
317
318         if(defaultmodel != "")
319         {
320                 if (defaultmodel != self.model)
321                 {
322                         m1 = self.mins;
323                         m2 = self.maxs;
324                         setplayermodel (self, defaultmodel);
325                         setsize (self, m1, m2);
326                         chmdl = TRUE;
327                 }
328
329                 oldskin = self.skin;
330                 self.skin = defaultskin;
331         } else {
332                 if (self.playermodel != self.model || self.playermodel == "")
333                 {
334                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
335                         m1 = self.mins;
336                         m2 = self.maxs;
337                         setplayermodel (self, self.playermodel);
338                         setsize (self, m1, m2);
339                         chmdl = TRUE;
340                 }
341
342                 oldskin = self.skin;
343                 self.skin = stof(self.playerskin);
344         }
345
346         if(chmdl || oldskin != self.skin) // model or skin has changed
347         {
348                 self.species = player_getspecies(); // update species
349                 UpdatePlayerSounds(); // update skin sounds
350         }
351
352         if(!teamplay)
353                 if(strlen(autocvar_sv_defaultplayercolors))
354                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
355                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
356 }
357
358 /*
359 =============
360 PutClientInServer
361
362 Called when a client spawns in the server
363 =============
364 */
365 void PutClientInServer (void)
366 {
367         if(IS_BOT_CLIENT(self))
368                 self.classname = "player";
369         else if(IS_REAL_CLIENT(self))
370         {
371                 msg_entity = self;
372                 WriteByte(MSG_ONE, SVC_SETVIEW);
373                 WriteEntity(MSG_ONE, self);
374         }
375
376         // reset player keys
377         self.itemkeys = 0;
378
379         MUTATOR_CALLHOOK(PutClientInServer);
380
381         if(gameover)
382                 self.classname = "observer";
383
384         if(IS_PLAYER(self))
385         {
386                 entity spot, oldself;
387                 float j;
388
389                 accuracy_resend(self);
390
391                 if(self.team < 0)
392                         JoinBestTeam(self, FALSE, TRUE);
393
394                 race_PreSpawn();
395
396                 spot = SelectSpawnPoint (FALSE);
397                 if(!spot)
398                 {
399                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
400                         return; // spawn failed
401                 }
402
403                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
404
405                 if(self.vehicle)
406                         vehicles_exit(VHEF_RELESE);
407
408                 self.classname = "player";
409                 self.wasplayer = TRUE;
410                 self.iscreature = TRUE;
411                 self.teleportable = TELEPORT_NORMAL;
412                 self.damagedbycontents = TRUE;
413                 self.movetype = MOVETYPE_WALK;
414                 self.solid = SOLID_SLIDEBOX;
415                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
416                 if(autocvar_g_playerclip_collisions)
417                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
418                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
419                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
420                 self.frags = FRAGS_PLAYER;
421                 if(INDEPENDENT_PLAYERS)
422                         MAKE_INDEPENDENT_PLAYER(self);
423                 self.flags = FL_CLIENT;
424                 if(autocvar__notarget)
425                         self.flags |= FL_NOTARGET;
426                 self.takedamage = DAMAGE_AIM;
427                 self.effects = 0;
428                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
429                 self.air_finished = time + 12;
430                 self.dmg = 2;
431                 if(autocvar_g_balance_nex_charge)
432                 {
433                         if(autocvar_g_balance_nex_secondary_chargepool)
434                                 self.nex_chargepool_ammo = 1;
435                         self.nex_charge = autocvar_g_balance_nex_charge_start;
436                 }
437
438                 if(warmup_stage)
439                 {
440                         self.ammo_shells = warmup_start_ammo_shells;
441                         self.ammo_nails = warmup_start_ammo_nails;
442                         self.ammo_rockets = warmup_start_ammo_rockets;
443                         self.ammo_cells = warmup_start_ammo_cells;
444                         self.ammo_fuel = warmup_start_ammo_fuel;
445                         self.health = warmup_start_health;
446                         self.armorvalue = warmup_start_armorvalue;
447                         self.weapons = WARMUP_START_WEAPONS;
448                 }
449                 else
450                 {
451                         self.ammo_shells = start_ammo_shells;
452                         self.ammo_nails = start_ammo_nails;
453                         self.ammo_rockets = start_ammo_rockets;
454                         self.ammo_cells = start_ammo_cells;
455                         self.ammo_fuel = start_ammo_fuel;
456                         self.health = start_health;
457                         self.armorvalue = start_armorvalue;
458                         self.weapons = start_weapons;
459                 }
460
461                 if(self.weapons & WEPSET_SUPERWEAPONS)
462                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
463                 else
464                         self.superweapons_finished = 0;
465
466                 if(g_weaponarena_random)
467                 {
468                         if(g_weaponarena_random_with_laser)
469                                 self.weapons &= ~WEPSET_LASER;
470                         W_RandomWeapons(self, g_weaponarena_random);
471                         if(g_weaponarena_random_with_laser)
472                                 self.weapons |= WEPSET_LASER;
473                 }
474
475                 self.items = start_items;
476
477                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
478                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
479                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
480                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
481                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
482                 //extend the pause of rotting if client was reset at the beginning of the countdown
483                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
484                         self.spawnshieldtime += game_starttime - time;
485                         self.pauserotarmor_finished += game_starttime - time;
486                         self.pauserothealth_finished += game_starttime - time;
487                         self.pauseregen_finished += game_starttime - time;
488                 }
489                 self.damageforcescale = 2;
490                 self.death_time = 0;
491                 self.respawn_flags = 0;
492                 self.respawn_time = 0;
493                 self.stat_respawn_time = 0;
494                 self.scale = 0;
495                 self.fade_time = 0;
496                 self.pain_frame = 0;
497                 self.pain_finished = 0;
498                 self.strength_finished = 0;
499                 self.invincible_finished = 0;
500                 self.pushltime = 0;
501                 // players have no think function
502                 self.think = func_null;
503                 self.nextthink = 0;
504                 self.hook_time = 0;
505                 self.dmg_team = 0;
506                 self.ballistics_density = autocvar_g_ballistics_density_player;
507
508                 self.metertime = 0;
509
510                 self.deadflag = DEAD_NO;
511
512                 self.angles = spot.angles;
513
514                 self.angles_z = 0; // never spawn tilted even if the spot says to
515                 self.fixangle = TRUE; // turn this way immediately
516                 self.velocity = '0 0 0';
517                 self.avelocity = '0 0 0';
518                 self.punchangle = '0 0 0';
519                 self.punchvector = '0 0 0';
520                 self.oldvelocity = self.velocity;
521                 self.fire_endtime = -1;
522
523                 entity spawnevent = spawn();
524                 spawnevent.owner = self;
525                 Net_LinkEntity(spawnevent, FALSE, 0.5, SpawnEvent_Send);
526
527                 self.model = "";
528                 FixPlayermodel();
529                 self.drawonlytoclient = world;
530
531                 self.crouch = FALSE;
532                 self.view_ofs = PL_VIEW_OFS;
533                 setsize (self, PL_MIN, PL_MAX);
534                 self.spawnorigin = spot.origin;
535                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
536                 // don't reset back to last position, even if new position is stuck in solid
537                 self.oldorigin = self.origin;
538                 self.prevorigin = self.origin;
539                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
540                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
541         self.hud = HUD_NORMAL;
542
543                 self.event_damage = PlayerDamage;
544
545                 self.bot_attack = TRUE;
546                 self.monster_attack = TRUE;
547                 
548                 self.spider_slowness = 0;
549
550                 self.statdraintime = time + 5;
551                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
552
553                 if(self.killcount == -666) {
554                         PlayerScore_Clear(self);
555                         self.killcount = 0;
556                 }
557
558                 CL_SpawnWeaponentity();
559                 self.alpha = default_player_alpha;
560                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
561                 self.exteriorweaponentity.alpha = default_weapon_alpha;
562
563                 self.speedrunning = FALSE;
564
565                 race_PostSpawn(spot);
566
567                 //stuffcmd(self, "chase_active 0");
568                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
569
570                 target_voicescript_clear(self);
571
572                 // reset fields the weapons may use
573                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
574                 {
575                         weapon_action(j, WR_RESETPLAYER);
576
577                         // all weapons must be fully loaded when we spawn
578                         entity e;
579                         e = get_weaponinfo(j);
580                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
581                                 self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
582                 }
583
584                 oldself = self;
585                 self = spot;
586                         activator = oldself;
587                                 string s;
588                                 s = self.target;
589                                 self.target = string_null;
590                                 SUB_UseTargets();
591                                 self.target = s;
592                         activator = world;
593                 self = oldself;
594
595                 spawn_spot = spot;
596                 MUTATOR_CALLHOOK(PlayerSpawn);
597
598                 if(autocvar_spawn_debug)
599                 {
600                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
601                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
602                 }
603
604                 self.switchweapon = w_getbestweapon(self);
605                 self.cnt = -1; // W_LastWeapon will not complain
606                 self.weapon = 0;
607                 self.weaponname = "";
608                 self.switchingweapon = 0;
609
610                 if(!warmup_stage)
611                         if(!self.alivetime)
612                                 self.alivetime = time;
613
614                 antilag_clear(self);
615         }
616         else if(IS_OBSERVER(self))
617         {
618                 PutObserverInServer ();
619         }
620 }
621
622 .float ebouncefactor, ebouncestop; // electro's values
623 // TODO do we need all these fields, or should we stop autodetecting runtime
624 // changes and just have a console command to update this?
625 float ClientInit_SendEntity(entity to, float sf)
626 {
627         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
628         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
629         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
630         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
631         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
632         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
633         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
634         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
635         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
636         WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
637         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[0]));
638         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[1]));
639         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[2]));
640         WriteInt24_t(MSG_ENTITY, compressShotOrigin(gauntlet_shotorigin[3]));
641         if(sv_foginterval && world.fog != "")
642                 WriteString(MSG_ENTITY, world.fog);
643         else
644                 WriteString(MSG_ENTITY, "");
645         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
646         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_grenadelauncher_bouncefactor
647         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_grenadelauncher_bouncestop
648         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_grenadelauncher_bouncefactor
649         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_grenadelauncher_bouncestop
650         WriteByte(MSG_ENTITY, autocvar_g_balance_nex_secondary); // client has to know if it should zoom or not
651         WriteByte(MSG_ENTITY, autocvar_g_balance_rifle_secondary); // client has to know if it should zoom or not
652         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
653         WriteByte(MSG_ENTITY, autocvar_g_balance_minelayer_limit); // minelayer max mines
654         WriteByte(MSG_ENTITY, autocvar_g_balance_hagar_secondary_load_max); // hagar max loadable rockets
655         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
656         WriteByte(MSG_ENTITY, autocvar_g_balance_porto_secondary);
657         return TRUE;
658 }
659
660 void ClientInit_CheckUpdate()
661 {
662         self.nextthink = time;
663         if(self.count != autocvar_g_balance_armor_blockpercent)
664         {
665                 self.count = autocvar_g_balance_armor_blockpercent;
666                 self.SendFlags |= 1;
667         }
668         if(self.bouncefactor != autocvar_g_balance_grenadelauncher_bouncefactor)
669         {
670                 self.bouncefactor = autocvar_g_balance_grenadelauncher_bouncefactor;
671                 self.SendFlags |= 1;
672         }
673         if(self.bouncestop != autocvar_g_balance_grenadelauncher_bouncestop)
674         {
675                 self.bouncestop = autocvar_g_balance_grenadelauncher_bouncestop;
676                 self.SendFlags |= 1;
677         }
678         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
679         {
680                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
681                 self.SendFlags |= 1;
682         }
683         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
684         {
685                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
686                 self.SendFlags |= 1;
687         }
688 }
689
690 void ClientInit_Spawn()
691 {
692         entity o;
693         entity e;
694         e = spawn();
695         e.classname = "clientinit";
696         e.think = ClientInit_CheckUpdate;
697         Net_LinkEntity(e, FALSE, 0, ClientInit_SendEntity);
698
699         o = self;
700         self = e;
701         ClientInit_CheckUpdate();
702         self = o;
703 }
704
705 /*
706 =============
707 SetNewParms
708 =============
709 */
710 void SetNewParms (void)
711 {
712         // initialize parms for a new player
713         parm1 = -(86400 * 366);
714 }
715
716 /*
717 =============
718 SetChangeParms
719 =============
720 */
721 void SetChangeParms (void)
722 {
723         // save parms for level change
724         parm1 = self.parm_idlesince - time;
725 }
726
727 /*
728 =============
729 DecodeLevelParms
730 =============
731 */
732 void DecodeLevelParms (void)
733 {
734         // load parms
735         self.parm_idlesince = parm1;
736         if(self.parm_idlesince == -(86400 * 366))
737                 self.parm_idlesince = time;
738
739         // whatever happens, allow 60 seconds of idling directly after connect for map loading
740         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
741 }
742
743 /*
744 =============
745 ClientKill
746
747 Called when a client types 'kill' in the console
748 =============
749 */
750
751 .float clientkill_nexttime;
752 void ClientKill_Now_TeamChange()
753 {
754         if(self.killindicator_teamchange == -1)
755         {
756                 JoinBestTeam( self, FALSE, TRUE );
757         }
758         else if(self.killindicator_teamchange == -2)
759         {
760                 if(blockSpectators)
761                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
762                 PutObserverInServer();
763         }
764         else
765                 SV_ChangeTeam(self.killindicator_teamchange - 1);
766         self.killindicator_teamchange = 0;
767 }
768
769 void ClientKill_Now()
770 {
771         if(self.vehicle)
772         {
773             vehicles_exit(VHEF_RELESE);
774             if(!self.killindicator_teamchange)
775             {
776             self.vehicle_health = -1;
777             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
778             }
779         }
780
781         if(self.killindicator && !wasfreed(self.killindicator))
782                 remove(self.killindicator);
783
784         self.killindicator = world;
785
786         if(self.killindicator_teamchange)
787                 ClientKill_Now_TeamChange();
788
789         // in any case:
790         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
791
792         // now I am sure the player IS dead
793 }
794 void KillIndicator_Think()
795 {
796         if (gameover)
797         {
798                 self.owner.killindicator = world;
799                 remove(self);
800                 return;
801         }
802
803         if (self.owner.alpha < 0 && !self.owner.vehicle)
804         {
805                 self.owner.killindicator = world;
806                 remove(self);
807                 return;
808         }
809
810         if(self.cnt <= 0)
811         {
812                 self = self.owner;
813                 ClientKill_Now(); // no oldself needed
814                 return;
815         }
816     else if(g_cts && self.health == 1) // health == 1 means that it's silent
817     {
818         self.nextthink = time + 1;
819         self.cnt -= 1;
820     }
821         else
822         {
823                 if(self.cnt <= 10)
824                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
825                 if(IS_REAL_CLIENT(self.owner))
826                 {
827                         if(self.cnt <= 10)
828                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
829                 }
830                 self.nextthink = time + 1;
831                 self.cnt -= 1;
832         }
833 }
834
835 float clientkilltime;
836 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
837 {
838         float killtime;
839         float starttime;
840         entity e;
841
842         if (gameover)
843                 return;
844
845         killtime = autocvar_g_balance_kill_delay;
846
847         if(g_race_qualifying || g_cts)
848                 killtime = 0;
849
850     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
851     {
852                 remove(self.killindicator);
853                 self.killindicator = world;
854
855         ClientKill_Now(); // allow instant kill in this case
856         return;
857     }
858
859         self.killindicator_teamchange = targetteam;
860
861     if(!self.killindicator)
862         {
863                 if(self.deadflag == DEAD_NO)
864                 {
865                         killtime = max(killtime, self.clientkill_nexttime - time);
866                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
867                 }
868
869                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
870                 {
871                         ClientKill_Now();
872                 }
873                 else
874                 {
875                         starttime = max(time, clientkilltime);
876
877                         self.killindicator = spawn();
878                         self.killindicator.owner = self;
879                         self.killindicator.scale = 0.5;
880                         setattachment(self.killindicator, self, "");
881                         setorigin(self.killindicator, '0 0 52');
882                         self.killindicator.think = KillIndicator_Think;
883                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
884                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
885                         self.killindicator.cnt = ceil(killtime);
886                         self.killindicator.count = bound(0, ceil(killtime), 10);
887                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
888
889                         for(e = world; (e = find(e, classname, "body")) != world; )
890                         {
891                                 if(e.enemy != self)
892                                         continue;
893                                 e.killindicator = spawn();
894                                 e.killindicator.owner = e;
895                                 e.killindicator.scale = 0.5;
896                                 setattachment(e.killindicator, e, "");
897                                 setorigin(e.killindicator, '0 0 52');
898                                 e.killindicator.think = KillIndicator_Think;
899                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
900                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
901                                 e.killindicator.cnt = ceil(killtime);
902                         }
903                         self.lip = 0;
904                 }
905         }
906         if(self.killindicator)
907         {
908                 if(targetteam == 0) // just die
909                 {
910                         self.killindicator.colormod = '0 0 0';
911                         if(IS_REAL_CLIENT(self))
912                         if(self.killindicator.cnt > 0)
913                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
914                 }
915                 else if(targetteam == -1) // auto
916                 {
917                         self.killindicator.colormod = '0 1 0';
918                         if(IS_REAL_CLIENT(self))
919                         if(self.killindicator.cnt > 0)
920                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
921                 }
922                 else if(targetteam == -2) // spectate
923                 {
924                         self.killindicator.colormod = '0.5 0.5 0.5';
925                         if(IS_REAL_CLIENT(self))
926                         if(self.killindicator.cnt > 0)
927                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
928                 }
929                 else
930                 {
931                         self.killindicator.colormod = Team_ColorRGB(targetteam);
932                         if(IS_REAL_CLIENT(self))
933                         if(self.killindicator.cnt > 0)
934                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
935                 }
936         }
937
938 }
939
940 void ClientKill (void)
941 {
942         if(gameover) return;
943         if(self.player_blocked) return;
944         if(self.freezetag_frozen) return;
945
946         ClientKill_TeamChange(0);
947 }
948
949 void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed
950 {
951     e.killindicator = spawn();
952     e.killindicator.owner = e;
953     e.killindicator.think = KillIndicator_Think;
954     e.killindicator.nextthink = time + (e.lip) * 0.05;
955     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
956     e.killindicator.health = 1; // this is used to indicate that it should be silent
957     e.lip = 0;
958 }
959
960 void FixClientCvars(entity e)
961 {
962         // send prediction settings to the client
963         stuffcmd(e, "\nin_bindmap 0 0\n");
964         if(g_race || g_cts)
965                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
966         if(autocvar_g_antilag == 3) // client side hitscan
967                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
968         if(autocvar_sv_gentle)
969                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
970         /*
971          * we no longer need to stuff this. Remove this comment block if you feel
972          * 2.3 and higher (or was it 2.2.3?) don't need these any more
973         stuffcmd(e, strcat("cl_gravity ", ftos(autocvar_sv_gravity), "\n"));
974         stuffcmd(e, strcat("cl_movement_accelerate ", ftos(autocvar_sv_accelerate), "\n"));
975         stuffcmd(e, strcat("cl_movement_friction ", ftos(autocvar_sv_friction), "\n"));
976         stuffcmd(e, strcat("cl_movement_maxspeed ", ftos(autocvar_sv_maxspeed), "\n"));
977         stuffcmd(e, strcat("cl_movement_airaccelerate ", ftos(autocvar_sv_airaccelerate), "\n"));
978         stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(autocvar_sv_maxairspeed), "\n"));
979         stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(autocvar_sv_stopspeed), "\n"));
980         stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(autocvar_sv_jumpvelocity), "\n"));
981         stuffcmd(e, strcat("cl_movement_stepheight ", ftos(autocvar_sv_stepheight), "\n"));
982         stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(autocvar_sv_friction_on_land), "\n"));
983         stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(autocvar_sv_airaccel_qw), "\n"));
984         stuffcmd(e, strcat("set cl_movement_airaccel_sideways_friction ", ftos(autocvar_sv_airaccel_sideways_friction), "\n"));
985         stuffcmd(e, "cl_movement_edgefriction 1\n");
986          */
987 }
988
989 float PlayerInIDList(entity p, string idlist)
990 {
991         float n, i;
992         string s;
993
994         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
995         if (!p.crypto_idfp)
996                 return 0;
997
998         // this function allows abbreviated player IDs too!
999         n = tokenize_console(idlist);
1000         for(i = 0; i < n; ++i)
1001         {
1002                 s = argv(i);
1003                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1004                         return 1;
1005         }
1006
1007         return 0;
1008 }
1009
1010 /*
1011 =============
1012 ClientConnect
1013
1014 Called when a client connects to the server
1015 =============
1016 */
1017 void DecodeLevelParms (void);
1018 //void dom_player_join_team(entity pl);
1019 void set_dom_state(entity e);
1020 void ClientConnect (void)
1021 {
1022         float t;
1023
1024         if(IS_CLIENT(self))
1025         {
1026                 print("Warning: ClientConnect, but already connected!\n");
1027                 return;
1028         }
1029
1030         if(Ban_MaybeEnforceBanOnce(self))
1031                 return;
1032
1033         DecodeLevelParms();
1034
1035 #ifdef WATERMARK
1036         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1037 #endif
1038
1039         self.classname = "player_joining";
1040
1041         self.flags = FL_CLIENT;
1042         self.version_nagtime = time + 10 + random() * 10;
1043
1044         if(player_count<0)
1045         {
1046                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1047                 player_count = 0;
1048         }
1049
1050         PlayerScore_Attach(self);
1051         ClientData_Attach();
1052         accuracy_init(self);
1053
1054         bot_clientconnect();
1055
1056         playerdemo_init();
1057
1058         anticheat_init();
1059
1060         race_PreSpawnObserver();
1061
1062         // identify the right forced team
1063         if(autocvar_g_campaign)
1064         {
1065                 if(IS_REAL_CLIENT(self)) // only players, not bots
1066                 {
1067                         switch(autocvar_g_campaign_forceteam)
1068                         {
1069                                 case 1: self.team_forced = NUM_TEAM_1; break;
1070                                 case 2: self.team_forced = NUM_TEAM_2; break;
1071                                 case 3: self.team_forced = NUM_TEAM_3; break;
1072                                 case 4: self.team_forced = NUM_TEAM_4; break;
1073                                 default: self.team_forced = 0;
1074                         }
1075                 }
1076         }
1077         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1078                 self.team_forced = NUM_TEAM_1;
1079         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1080                 self.team_forced = NUM_TEAM_2;
1081         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1082                 self.team_forced = NUM_TEAM_3;
1083         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1084                 self.team_forced = NUM_TEAM_4;
1085         else if(autocvar_g_forced_team_otherwise == "red")
1086                 self.team_forced = NUM_TEAM_1;
1087         else if(autocvar_g_forced_team_otherwise == "blue")
1088                 self.team_forced = NUM_TEAM_2;
1089         else if(autocvar_g_forced_team_otherwise == "yellow")
1090                 self.team_forced = NUM_TEAM_3;
1091         else if(autocvar_g_forced_team_otherwise == "pink")
1092                 self.team_forced = NUM_TEAM_4;
1093         else if(autocvar_g_forced_team_otherwise == "spectate")
1094                 self.team_forced = -1;
1095         else if(autocvar_g_forced_team_otherwise == "spectator")
1096                 self.team_forced = -1;
1097         else
1098                 self.team_forced = 0;
1099
1100         if(!teamplay)
1101                 if(self.team_forced > 0)
1102                         self.team_forced = 0;
1103
1104         JoinBestTeam(self, FALSE, FALSE); // if the team number is valid, keep it
1105
1106         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1107                 self.classname = "observer";
1108         } else {
1109                 if(teamplay)
1110                 {
1111                         if(autocvar_g_balance_teams)
1112                         {
1113                                 self.classname = "player";
1114                                 campaign_bots_may_start = 1;
1115                         }
1116                         else
1117                         {
1118                                 self.classname = "observer"; // do it anyway
1119                         }
1120                 }
1121                 else
1122                 {
1123                         self.classname = "player";
1124                         campaign_bots_may_start = 1;
1125                 }
1126         }
1127
1128         self.playerid = (playerid_last = playerid_last + 1);
1129
1130         PlayerStats_AddEvent(sprintf("kills-%d", self.playerid));
1131
1132     if(IS_BOT_CLIENT(self))
1133         PlayerStats_AddPlayer(self);
1134
1135         if(autocvar_sv_eventlog)
1136                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1137
1138         LogTeamchange(self.playerid, self.team, 1);
1139
1140         self.just_joined = TRUE;  // stop spamming the eventlog with additional lines when the client connects
1141
1142         self.netname_previous = strzone(self.netname);
1143
1144         if(IS_PLAYER(self) && teamplay)
1145                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1146         else
1147                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1148
1149         stuffcmd(self, strcat(clientstuff, "\n"));
1150         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1151
1152         FixClientCvars(self);
1153
1154         // spawnfunc_waypoint sprites
1155         WaypointSprite_InitClient(self);
1156
1157         // Wazat's grappling hook
1158         SetGrappleHookBindings();
1159
1160         // get version info from player
1161         stuffcmd(self, "cmd clientversion $gameversion\n");
1162
1163         // get other cvars from player
1164         GetCvars(0);
1165
1166         // notify about available teams
1167         if(teamplay)
1168         {
1169                 CheckAllowedTeams(self);
1170                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1171                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1172         }
1173         else
1174                 stuffcmd(self, "set _teams_available 0\n");
1175
1176         attach_entcs();
1177
1178         bot_relinkplayerlist();
1179
1180         self.spectatortime = time;
1181         if(blockSpectators)
1182         {
1183                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1184         }
1185
1186         self.jointime = time;
1187         self.allowed_timeouts = autocvar_sv_timeout_number;
1188
1189         if(IS_REAL_CLIENT(self))
1190         {
1191                 if(!autocvar_g_campaign)
1192                 {
1193                         self.motd_actived_time = -1;
1194                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1195                 }
1196
1197                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1198                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1199         }
1200
1201         if(!sv_foginterval && world.fog != "")
1202                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1203
1204         if(autocvar_g_hitplots || strstrofs(strcat(" ", autocvar_g_hitplots_individuals, " "), strcat(" ", self.netaddress, " "), 0) >= 0)
1205         {
1206                 self.hitplotfh = fopen(strcat("hits-", matchid, "-", self.netaddress, "-", ftos(self.playerid), ".plot"), FILE_WRITE);
1207                 fputs(self.hitplotfh, strcat("#name ", self.netname, "\n"));
1208         }
1209         else
1210                 self.hitplotfh = -1;
1211
1212         if(g_race || g_cts) {
1213                 string rr;
1214                 if(g_cts)
1215                         rr = CTS_RECORD;
1216                 else
1217                         rr = RACE_RECORD;
1218
1219                 msg_entity = self;
1220                 race_send_recordtime(MSG_ONE);
1221                 race_send_speedaward(MSG_ONE);
1222
1223                 speedaward_alltimebest = stof(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/speed")));
1224                 speedaward_alltimebest_holder = uid2name(db_get(ServerProgsDB, strcat(GetMapname(), rr, "speed/crypto_idfp")));
1225                 race_send_speedaward_alltimebest(MSG_ONE);
1226
1227                 float i;
1228                 for (i = 1; i <= RANKINGS_CNT; ++i) {
1229                         race_SendRankings(i, 0, 0, MSG_ONE);
1230                 }
1231         }
1232         else if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca) // teamnagger is currently bad for ca
1233                 send_CSQC_teamnagger();
1234
1235         CheatInitClient();
1236
1237         CSQCMODEL_AUTOINIT();
1238
1239         self.model_randomizer = random();
1240
1241         if(IS_REAL_CLIENT(self))
1242                 sv_notice_join();
1243
1244         MUTATOR_CALLHOOK(ClientConnect);
1245 }
1246 /*
1247 =============
1248 ClientDisconnect
1249
1250 Called when a client disconnects from the server
1251 =============
1252 */
1253 .entity chatbubbleentity;
1254 void ReadyCount();
1255 void ClientDisconnect (void)
1256 {
1257         if(self.vehicle)
1258             vehicles_exit(VHEF_RELESE);
1259
1260         if (!IS_CLIENT(self))
1261         {
1262                 print("Warning: ClientDisconnect without ClientConnect\n");
1263                 return;
1264         }
1265
1266         PlayerStats_AddGlobalInfo(self);
1267
1268         CheatShutdownClient();
1269
1270         if(self.hitplotfh >= 0)
1271         {
1272                 fclose(self.hitplotfh);
1273                 self.hitplotfh = -1;
1274         }
1275
1276         anticheat_report();
1277         anticheat_shutdown();
1278
1279         playerdemo_shutdown();
1280
1281         bot_clientdisconnect();
1282
1283         if(self.entcs)
1284                 detach_entcs();
1285
1286         if(autocvar_sv_eventlog)
1287                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1288
1289         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1290
1291         MUTATOR_CALLHOOK(ClientDisconnect);
1292
1293         Portal_ClearAll(self);
1294
1295         RemoveGrapplingHook(self);
1296
1297         // Here, everything has been done that requires this player to be a client.
1298
1299         self.flags &= ~FL_CLIENT;
1300
1301         if (self.chatbubbleentity)
1302                 remove (self.chatbubbleentity);
1303
1304         if (self.killindicator)
1305                 remove (self.killindicator);
1306
1307         WaypointSprite_PlayerGone();
1308
1309         bot_relinkplayerlist();
1310
1311         accuracy_free(self);
1312         ClientData_Detach();
1313         PlayerScore_Detach(self);
1314
1315         if(self.netname_previous)
1316                 strunzone(self.netname_previous);
1317         if(self.clientstatus)
1318                 strunzone(self.clientstatus);
1319         if(self.weaponorder_byimpulse)
1320                 strunzone(self.weaponorder_byimpulse);
1321
1322         ClearPlayerSounds();
1323
1324         if(self.personal)
1325                 remove(self.personal);
1326
1327         self.playerid = 0;
1328         ReadyCount();
1329
1330         // free cvars
1331         GetCvars(-1);
1332 }
1333
1334 .float BUTTON_CHAT;
1335 void ChatBubbleThink()
1336 {
1337         self.nextthink = time;
1338         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1339         {
1340                 if(self.owner) // but why can that ever be world?
1341                         self.owner.chatbubbleentity = world;
1342                 remove(self);
1343                 return;
1344         }
1345         if ((self.owner.BUTTON_CHAT && !self.owner.deadflag)
1346 #ifdef TETRIS
1347                 || self.owner.tetris_on
1348 #endif
1349         )
1350                 self.model = self.mdl;
1351         else
1352                 self.model = "";
1353 }
1354
1355 void UpdateChatBubble()
1356 {
1357         if (self.alpha < 0)
1358                 return;
1359         // spawn a chatbubble entity if needed
1360         if (!self.chatbubbleentity)
1361         {
1362                 self.chatbubbleentity = spawn();
1363                 self.chatbubbleentity.owner = self;
1364                 self.chatbubbleentity.exteriormodeltoclient = self;
1365                 self.chatbubbleentity.think = ChatBubbleThink;
1366                 self.chatbubbleentity.nextthink = time;
1367                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1368                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1369                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs_z * '0 0 1');
1370                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1371                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1372                 self.chatbubbleentity.model = "";
1373                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1374         }
1375 }
1376
1377
1378 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1379 // added to the model skins
1380 /*void UpdateColorModHack()
1381 {
1382         float c;
1383         c = self.clientcolors & 15;
1384         // LordHavoc: only bothering to support white, green, red, yellow, blue
1385              if (!teamplay) self.colormod = '0 0 0';
1386         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1387         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1388         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1389         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1390         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1391         else self.colormod = '1 1 1';
1392 }*/
1393
1394 void respawn(void)
1395 {
1396         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1397         {
1398                 self.solid = SOLID_NOT;
1399                 self.takedamage = DAMAGE_NO;
1400                 self.movetype = MOVETYPE_FLY;
1401                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1402                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1403                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1404                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1405                 if(autocvar_g_respawn_ghosts_maxtime)
1406                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1407         }
1408
1409         CopyBody(1);
1410
1411         self.effects |= EF_NODRAW; // prevent another CopyBody
1412         PutClientInServer();
1413 }
1414
1415 void play_countdown(float finished, string samp)
1416 {
1417         if(IS_REAL_CLIENT(self))
1418                 if(floor(finished - time - frametime) != floor(finished - time))
1419                         if(finished - time < 6)
1420                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1421 }
1422
1423 void player_powerups (void)
1424 {
1425         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1426         olditems = self.items;
1427
1428         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1429                 self.modelflags |= MF_ROCKET;
1430         else
1431                 self.modelflags &= ~MF_ROCKET;
1432
1433         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1434
1435         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1436                 return;
1437
1438         Fire_ApplyDamage(self);
1439         Fire_ApplyEffect(self);
1440
1441         if (!g_minstagib)
1442         {
1443                 if (self.items & IT_STRENGTH)
1444                 {
1445                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1446                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1447                         if (time > self.strength_finished)
1448                         {
1449                                 self.items = self.items - (self.items & IT_STRENGTH);
1450                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1451                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1452                         }
1453                 }
1454                 else
1455                 {
1456                         if (time < self.strength_finished)
1457                         {
1458                                 self.items = self.items | IT_STRENGTH;
1459                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1460                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1461                         }
1462                 }
1463                 if (self.items & IT_INVINCIBLE)
1464                 {
1465                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1466                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1467                         if (time > self.invincible_finished)
1468                         {
1469                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1470                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1471                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1472                         }
1473                 }
1474                 else
1475                 {
1476                         if (time < self.invincible_finished)
1477                         {
1478                                 self.items = self.items | IT_INVINCIBLE;
1479                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1480                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1481                         }
1482                 }
1483                 if (self.items & IT_SUPERWEAPON)
1484                 {
1485                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1486                         {
1487                                 self.superweapons_finished = 0;
1488                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1489                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1490                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1491                         }
1492                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1493                         {
1494                                 // don't let them run out
1495                         }
1496                         else
1497                         {
1498                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1499                                 if (time > self.superweapons_finished)
1500                                 {
1501                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1502                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1503                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1504                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1505                                 }
1506                         }
1507                 }
1508                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1509                 {
1510                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1511                         {
1512                                 self.items = self.items | IT_SUPERWEAPON;
1513                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1514                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1515                         }
1516                         else
1517                         {
1518                                 self.superweapons_finished = 0;
1519                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1520                         }
1521                 }
1522                 else
1523                 {
1524                         self.superweapons_finished = 0;
1525                 }
1526         }
1527
1528         if(autocvar_g_nodepthtestplayers)
1529                 self.effects = self.effects | EF_NODEPTHTEST;
1530
1531         if(autocvar_g_fullbrightplayers)
1532                 self.effects = self.effects | EF_FULLBRIGHT;
1533
1534         if (time >= game_starttime)
1535         if (time < self.spawnshieldtime)
1536                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1537
1538         MUTATOR_CALLHOOK(PlayerPowerups);
1539 }
1540
1541 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1542 {
1543         if(current > stable)
1544                 return current;
1545         else if(current > stable - 0.25) // when close enough, "snap"
1546                 return stable;
1547         else
1548                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1549 }
1550
1551 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1552 {
1553         if(current < stable)
1554                 return current;
1555         else if(current < stable + 0.25) // when close enough, "snap"
1556                 return stable;
1557         else
1558                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1559 }
1560
1561 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1562 {
1563         if(current > rotstable)
1564         {
1565                 if(rotframetime > 0)
1566                 {
1567                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1568                         current = max(rotstable, current - rotlinear * rotframetime);
1569                 }
1570         }
1571         else if(current < regenstable)
1572         {
1573                 if(regenframetime > 0)
1574                 {
1575                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1576                         current = min(regenstable, current + regenlinear * regenframetime);
1577                 }
1578         }
1579
1580         if(current > limit)
1581                 current = limit;
1582
1583         return current;
1584 }
1585
1586 void player_regen (void)
1587 {
1588         if(!MUTATOR_CALLHOOK(PlayerRegen))
1589         {
1590                 float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
1591                 maxh = autocvar_g_balance_health_rotstable;
1592                 maxa = autocvar_g_balance_armor_rotstable;
1593                 minh = autocvar_g_balance_health_regenstable;
1594                 mina = autocvar_g_balance_armor_regenstable;
1595                 limith = autocvar_g_balance_health_limit;
1596                 limita = autocvar_g_balance_armor_limit;
1597
1598                 max_mod = regen_mod = rot_mod = limit_mod = 1;
1599
1600                 maxh = maxh * max_mod;
1601                 minh = minh * max_mod;
1602                 limith = limith * limit_mod;
1603                 limita = limita * limit_mod;
1604
1605                 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);
1606                 self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
1607         }
1608
1609         // if player rotted to death...  die!
1610         // check this outside above checks, as player may still be able to rot to death
1611         if(self.health < 1)
1612                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1613
1614         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1615         {
1616                 float minf, maxf, limitf;
1617
1618                 maxf = autocvar_g_balance_fuel_rotstable;
1619                 minf = autocvar_g_balance_fuel_regenstable;
1620                 limitf = autocvar_g_balance_fuel_limit;
1621
1622                 self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
1623         }
1624 }
1625
1626 float zoomstate_set;
1627 void SetZoomState(float z)
1628 {
1629         if(z != self.zoomstate)
1630         {
1631                 self.zoomstate = z;
1632                 ClientData_Touch(self);
1633         }
1634         zoomstate_set = 1;
1635 }
1636
1637 void GetPressedKeys(void) {
1638         MUTATOR_CALLHOOK(GetPressedKeys);
1639         if (self.movement_x > 0) // get if movement keys are pressed
1640         {       // forward key pressed
1641                 self.pressedkeys |= KEY_FORWARD;
1642                 self.pressedkeys &= ~KEY_BACKWARD;
1643         }
1644         else if (self.movement_x < 0)
1645         {       // backward key pressed
1646                 self.pressedkeys |= KEY_BACKWARD;
1647                 self.pressedkeys &= ~KEY_FORWARD;
1648         }
1649         else
1650         {       // no x input
1651                 self.pressedkeys &= ~KEY_FORWARD;
1652                 self.pressedkeys &= ~KEY_BACKWARD;
1653         }
1654
1655         if (self.movement_y > 0)
1656         {       // right key pressed
1657                 self.pressedkeys |= KEY_RIGHT;
1658                 self.pressedkeys &= ~KEY_LEFT;
1659         }
1660         else if (self.movement_y < 0)
1661         {       // left key pressed
1662                 self.pressedkeys |= KEY_LEFT;
1663                 self.pressedkeys &= ~KEY_RIGHT;
1664         }
1665         else
1666         {       // no y input
1667                 self.pressedkeys &= ~KEY_RIGHT;
1668                 self.pressedkeys &= ~KEY_LEFT;
1669         }
1670
1671         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1672                 self.pressedkeys |= KEY_JUMP;
1673         else
1674                 self.pressedkeys &= ~KEY_JUMP;
1675         if (self.BUTTON_CROUCH)
1676                 self.pressedkeys |= KEY_CROUCH;
1677         else
1678                 self.pressedkeys &= ~KEY_CROUCH;
1679
1680         if (self.BUTTON_ATCK)
1681                 self.pressedkeys |= KEY_ATCK;
1682         else
1683                 self.pressedkeys &= ~KEY_ATCK;
1684         if (self.BUTTON_ATCK2)
1685                 self.pressedkeys |= KEY_ATCK2;
1686         else
1687                 self.pressedkeys &= ~KEY_ATCK2;
1688 }
1689
1690 /*
1691 ======================
1692 spectate mode routines
1693 ======================
1694 */
1695
1696 void SpectateCopy(entity spectatee) {
1697         other = spectatee;
1698         MUTATOR_CALLHOOK(SpectateCopy);
1699         self.armortype = spectatee.armortype;
1700         self.armorvalue = spectatee.armorvalue;
1701         self.ammo_cells = spectatee.ammo_cells;
1702         self.ammo_shells = spectatee.ammo_shells;
1703         self.ammo_nails = spectatee.ammo_nails;
1704         self.ammo_rockets = spectatee.ammo_rockets;
1705         self.ammo_fuel = spectatee.ammo_fuel;
1706         self.clip_load = spectatee.clip_load;
1707         self.clip_size = spectatee.clip_size;
1708         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1709         self.health = spectatee.health;
1710         self.impulse = 0;
1711         self.items = spectatee.items;
1712         self.last_pickup = spectatee.last_pickup;
1713         self.hit_time = spectatee.hit_time;
1714         self.metertime = spectatee.metertime;
1715         self.strength_finished = spectatee.strength_finished;
1716         self.invincible_finished = spectatee.invincible_finished;
1717         self.pressedkeys = spectatee.pressedkeys;
1718         self.weapons = spectatee.weapons;
1719         self.switchweapon = spectatee.switchweapon;
1720         self.switchingweapon = spectatee.switchingweapon;
1721         self.weapon = spectatee.weapon;
1722         self.nex_charge = spectatee.nex_charge;
1723         self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
1724         self.hagar_load = spectatee.hagar_load;
1725         self.minelayer_mines = spectatee.minelayer_mines;
1726         self.punchangle = spectatee.punchangle;
1727         self.view_ofs = spectatee.view_ofs;
1728         self.velocity = spectatee.velocity;
1729         self.dmg_take = spectatee.dmg_take;
1730         self.dmg_save = spectatee.dmg_save;
1731         self.dmg_inflictor = spectatee.dmg_inflictor;
1732         self.v_angle = spectatee.v_angle;
1733         self.angles = spectatee.v_angle;
1734         if(!self.BUTTON_USE)
1735                 self.fixangle = TRUE;
1736         setorigin(self, spectatee.origin);
1737         setsize(self, spectatee.mins, spectatee.maxs);
1738         SetZoomState(spectatee.zoomstate);
1739
1740     anticheat_spectatecopy(spectatee);
1741         self.hud = spectatee.hud;
1742         if(spectatee.vehicle)
1743     {
1744         self.fixangle = FALSE;
1745         //self.velocity = spectatee.vehicle.velocity;
1746         self.vehicle_health = spectatee.vehicle_health;
1747         self.vehicle_shield = spectatee.vehicle_shield;
1748         self.vehicle_energy = spectatee.vehicle_energy;
1749         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1750         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1751         self.vehicle_reload1 = spectatee.vehicle_reload1;
1752         self.vehicle_reload2 = spectatee.vehicle_reload2;
1753
1754         msg_entity = self;
1755
1756         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1757             WriteAngle(MSG_ONE,  spectatee.v_angle_x);
1758             WriteAngle(MSG_ONE,  spectatee.v_angle_y);
1759             WriteAngle(MSG_ONE,  spectatee.v_angle_z);
1760
1761         //WriteByte (MSG_ONE, SVC_SETVIEW);
1762         //    WriteEntity(MSG_ONE, self);
1763         //makevectors(spectatee.v_angle);
1764         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1765     }
1766 }
1767
1768 float SpectateUpdate() {
1769         if(!self.enemy)
1770             return 0;
1771
1772         if (self == self.enemy)
1773                 return 0;
1774
1775         if (!IS_PLAYER(self.enemy))
1776                 return 0;
1777
1778         SpectateCopy(self.enemy);
1779
1780         return 1;
1781 }
1782
1783
1784 float SpectateSet()
1785 {
1786         if(self.enemy.classname != "player")
1787                 return FALSE;
1788         /*if(self.enemy.vehicle)
1789         {
1790
1791                 msg_entity = self;
1792                 WriteByte(MSG_ONE, SVC_SETVIEW);
1793                 WriteEntity(MSG_ONE, self.enemy);
1794                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1795
1796                 self.movetype = MOVETYPE_NONE;
1797                 accuracy_resend(self);
1798         }
1799         else
1800         {*/
1801                 msg_entity = self;
1802                 WriteByte(MSG_ONE, SVC_SETVIEW);
1803                 WriteEntity(MSG_ONE, self.enemy);
1804                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1805                 self.movetype = MOVETYPE_NONE;
1806                 accuracy_resend(self);
1807
1808                 if(!SpectateUpdate())
1809                         PutObserverInServer();
1810         //}
1811         return TRUE;
1812 }
1813
1814 float Spectate(entity pl)
1815 {
1816         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1817         if(pl.team != self.team)
1818                 return 0;
1819
1820         self.enemy = pl;
1821         return SpectateSet();
1822 }
1823
1824 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1825 entity CA_SpectateNext(entity start) {
1826         if (start.team == self.team) {
1827                 return start;
1828         }
1829
1830         other = start;
1831         // continue from current player
1832         while(other && other.team != self.team) {
1833                 other = find(other, classname, "player");
1834         }
1835
1836         if (!other) {
1837                 // restart from begining
1838                 other = find(other, classname, "player");
1839                 while(other && other.team != self.team) {
1840                         other = find(other, classname, "player");
1841                 }
1842         }
1843
1844         return other;
1845 }
1846
1847 float SpectateNext()
1848 {
1849         other = find(self.enemy, classname, "player");
1850
1851         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1852                 // CA and ca players when spectating enemies is forbidden
1853                 other = CA_SpectateNext(other);
1854         } else {
1855                 // other modes and ca spectators or spectating enemies is allowed
1856                 if (!other)
1857                         other = find(other, classname, "player");
1858         }
1859
1860         if (other)
1861                 self.enemy = other;
1862
1863         return SpectateSet();
1864 }
1865
1866 float SpectatePrev()
1867 {
1868         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1869         other = findchain(classname, "player");
1870         if (!other) // no player
1871                 return FALSE;
1872
1873         entity first = other;
1874         // skip players until current spectated player
1875         if(self.enemy)
1876         while(other && other != self.enemy)
1877                 other = other.chain;
1878
1879         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1880         {
1881                 do { other = other.chain; }
1882                 while(other && other.team != self.team);
1883
1884                 if (!other)
1885                 {
1886                         other = first;
1887                         while(other.team != self.team)
1888                                 other = other.chain;
1889                         if(other == self.enemy)
1890                                 return TRUE;
1891                 }
1892         }
1893         else
1894         {
1895                 if(other.chain)
1896                         other = other.chain;
1897                 else
1898                         other = first;
1899         }
1900         self.enemy = other;
1901         return SpectateSet();
1902 }
1903
1904 /*
1905 =============
1906 ShowRespawnCountdown()
1907
1908 Update a respawn countdown display.
1909 =============
1910 */
1911 void ShowRespawnCountdown()
1912 {
1913         float number;
1914         if(self.deadflag == DEAD_NO) // just respawned?
1915                 return;
1916         else
1917         {
1918                 number = ceil(self.respawn_time - time);
1919                 if(number <= 0)
1920                         return;
1921                 if(number <= self.respawn_countdown)
1922                 {
1923                         self.respawn_countdown = number - 1;
1924                         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
1925                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1926                 }
1927         }
1928 }
1929
1930 void LeaveSpectatorMode()
1931 {
1932         if(self.caplayer)
1933                 return;
1934         if(nJoinAllowed(self))
1935         {
1936                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1937                 {
1938                         self.classname = "player";
1939
1940                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1941                                 { JoinBestTeam(self, FALSE, TRUE); }
1942
1943                         if(autocvar_g_campaign)
1944                                 { campaign_bots_may_start = 1; }
1945
1946                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1947
1948                         PutClientInServer();
1949
1950                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1951                 }
1952                 else
1953                         stuffcmd(self, "menu_showteamselect\n");
1954         }
1955         else
1956         {
1957                 // Player may not join because g_maxplayers is set
1958                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
1959         }
1960 }
1961
1962 /**
1963  * Determines whether the player is allowed to join. This depends on cvar
1964  * g_maxplayers, if it isn't used this function always return TRUE, otherwise
1965  * it checks whether the number of currently playing players exceeds g_maxplayers.
1966  * @return int number of free slots for players, 0 if none
1967  */
1968 float nJoinAllowed(entity ignore) {
1969         if(!ignore)
1970         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1971         // so report 0 free slots if restricted
1972         {
1973                 if(autocvar_g_forced_team_otherwise == "spectate")
1974                         return 0;
1975                 if(autocvar_g_forced_team_otherwise == "spectator")
1976                         return 0;
1977         }
1978
1979         if(self.team_forced < 0)
1980                 return 0; // forced spectators can never join
1981
1982         // TODO simplify this
1983         entity e;
1984         float totalClients = 0;
1985         FOR_EACH_CLIENT(e)
1986                 if(e != ignore)
1987                         totalClients += 1;
1988
1989         if (!autocvar_g_maxplayers)
1990                 return maxclients - totalClients;
1991
1992         float currentlyPlaying = 0;
1993         FOR_EACH_REALCLIENT(e)
1994                 if(IS_PLAYER(e) || e.caplayer == 1)
1995                         currentlyPlaying += 1;
1996
1997         if(currentlyPlaying < autocvar_g_maxplayers)
1998                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1999
2000         return 0;
2001 }
2002
2003 /**
2004  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2005  * g_maxplayers_spectator_blocktime seconds
2006  */
2007 void checkSpectatorBlock() {
2008         if(IS_SPEC(self) || IS_OBSERVER(self)) {
2009                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2010                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2011                         dropclient(self);
2012                 }
2013         }
2014 }
2015
2016 void PrintWelcomeMessage()
2017 {
2018         if(self.motd_actived_time == 0)
2019         {
2020                 if (autocvar_g_campaign) {
2021                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2022                                 self.motd_actived_time = time;
2023                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2024                         }
2025                 } else {
2026                         if (self.BUTTON_INFO) {
2027                                 self.motd_actived_time = time;
2028                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2029                         }
2030                 }
2031         }
2032         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2033         {
2034                 if (autocvar_g_campaign) {
2035                         if (self.BUTTON_INFO)
2036                                 self.motd_actived_time = time;
2037                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2038                                 self.motd_actived_time = 0;
2039                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2040                         }
2041                 } else {
2042                         if (self.BUTTON_INFO)
2043                                 self.motd_actived_time = time;
2044                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2045                                 self.motd_actived_time = 0;
2046                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2047                         }
2048                 }
2049         }
2050         else //if(self.motd_actived_time < 0) // just connected, motd is active
2051         {
2052                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2053                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2054                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2055                 {
2056                         // instanctly hide MOTD
2057                         self.motd_actived_time = 0;
2058                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2059                 }
2060         }
2061 }
2062
2063 void ObserverThink()
2064 {
2065         float prefered_movetype;
2066         if (self.flags & FL_JUMPRELEASED) {
2067                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2068                         self.flags &= ~FL_JUMPRELEASED;
2069                         self.flags |= FL_SPAWNING;
2070                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2071                         self.flags &= ~FL_JUMPRELEASED;
2072                         if(SpectateNext()) {
2073                                 self.classname = "spectator";
2074                         }
2075                 } else {
2076                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2077                         if (self.movetype != prefered_movetype)
2078                                 self.movetype = prefered_movetype;
2079                 }
2080         } else {
2081                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2082                         self.flags |= FL_JUMPRELEASED;
2083                         if(self.flags & FL_SPAWNING)
2084                         {
2085                                 self.flags &= ~FL_SPAWNING;
2086                                 LeaveSpectatorMode();
2087                                 return;
2088                         }
2089                 }
2090         }
2091 }
2092
2093 void SpectatorThink()
2094 {
2095         if (self.flags & FL_JUMPRELEASED) {
2096                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2097                         self.flags &= ~FL_JUMPRELEASED;
2098                         self.flags |= FL_SPAWNING;
2099                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2100                         self.flags &= ~FL_JUMPRELEASED;
2101                         if(SpectateNext()) {
2102                                 self.classname = "spectator";
2103                         } else {
2104                                 self.classname = "observer";
2105                                 PutClientInServer();
2106                         }
2107                         self.impulse = 0;
2108                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2109                         self.flags &= ~FL_JUMPRELEASED;
2110                         if(SpectatePrev()) {
2111                                 self.classname = "spectator";
2112                         } else {
2113                                 self.classname = "observer";
2114                                 PutClientInServer();
2115                         }
2116                         self.impulse = 0;
2117                 } else if (self.BUTTON_ATCK2) {
2118                         self.flags &= ~FL_JUMPRELEASED;
2119                         self.classname = "observer";
2120                         PutClientInServer();
2121                 } else {
2122                         if(!SpectateUpdate())
2123                                 PutObserverInServer();
2124                 }
2125         } else {
2126                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2127                         self.flags |= FL_JUMPRELEASED;
2128                         if(self.flags & FL_SPAWNING)
2129                         {
2130                                 self.flags &= ~FL_SPAWNING;
2131                                 LeaveSpectatorMode();
2132                                 return;
2133                         }
2134                 }
2135                 if(!SpectateUpdate())
2136                         PutObserverInServer();
2137         }
2138
2139         self.flags |= FL_CLIENT | FL_NOTARGET;
2140 }
2141
2142 void PlayerUseKey()
2143 {
2144         if (!IS_PLAYER(self))
2145                 return;
2146
2147         if(self.vehicle)
2148         {
2149         vehicles_exit(VHEF_NORMAL);
2150         return;
2151         }
2152
2153         // a use key was pressed; call handlers
2154         MUTATOR_CALLHOOK(PlayerUseKey);
2155 }
2156
2157 /*
2158 =============
2159 PlayerPreThink
2160
2161 Called every frame for each client before the physics are run
2162 =============
2163 */
2164 .float usekeypressed;
2165 void() nexball_setstatus;
2166 .float items_added;
2167 void PlayerPreThink (void)
2168 {
2169         WarpZone_PlayerPhysics_FixVAngle();
2170
2171         self.stat_game_starttime = game_starttime;
2172         self.stat_round_starttime = round_starttime;
2173         self.stat_allow_oldnexbeam = autocvar_g_allow_oldnexbeam;
2174         self.stat_leadlimit = autocvar_leadlimit;
2175
2176         if(frametime)
2177         {
2178                 // physics frames: update anticheat stuff
2179                 anticheat_prethink();
2180         }
2181
2182         if(blockSpectators && frametime)
2183                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2184                 checkSpectatorBlock();
2185
2186         zoomstate_set = 0;
2187
2188         if(self.netname_previous != self.netname)
2189         {
2190                 if(autocvar_sv_eventlog)
2191                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2192                 if(self.netname_previous)
2193                         strunzone(self.netname_previous);
2194                 self.netname_previous = strzone(self.netname);
2195         }
2196
2197         // version nagging
2198         if(self.version_nagtime)
2199                 if(self.cvar_g_xonoticversion)
2200                         if(time > self.version_nagtime)
2201                         {
2202                                 // don't notify git users
2203                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2204                                 {
2205                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2206                                         {
2207                                                 // notify release users if connecting to git
2208                                                 dprint("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, " (beta)^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2209                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2210                                         }
2211                                         else
2212                                         {
2213                                                 float r;
2214                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2215                                                 if(r < 0)
2216                                                 {
2217                                                         // give users new version
2218                                                         dprint("^1NOTE^7 to ", self.netname, "^7 - ^3Xonotic ", autocvar_g_xonoticversion, "^7 is out, and you still have ^3Xonotic ", self.cvar_g_xonoticversion, "^1 - get the update from ^4http://www.xonotic.org/^1!\n");
2219                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2220                                                 }
2221                                                 else if(r > 0)
2222                                                 {
2223                                                         // notify users about old server version
2224                                                         print("^1NOTE^7 to ", self.netname, "^7 - the server is running ^3Xonotic ", autocvar_g_xonoticversion, "^7, you have ^3Xonotic ", self.cvar_g_xonoticversion, "^1\n");
2225                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2226                                                 }
2227                                         }
2228                                 }
2229                                 self.version_nagtime = 0;
2230                         }
2231
2232         // GOD MODE info
2233         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2234         {
2235                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2236                 self.max_armorvalue = 0;
2237         }
2238
2239 #ifdef TETRIS
2240         if (TetrisPreFrame())
2241                 return;
2242 #endif
2243
2244         MUTATOR_CALLHOOK(PlayerPreThink);
2245
2246         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2247         {
2248                 if(self.BUTTON_USE && !self.usekeypressed)
2249                         PlayerUseKey();
2250                 self.usekeypressed = self.BUTTON_USE;
2251         }
2252
2253         if(IS_REAL_CLIENT(self))
2254                 PrintWelcomeMessage();
2255
2256         if(IS_PLAYER(self))
2257         {
2258
2259                 CheckRules_Player();
2260
2261                 if (intermission_running)
2262                 {
2263                         IntermissionThink ();   // otherwise a button could be missed between
2264                         return;                                 // the think tics
2265                 }
2266
2267                 //don't allow the player to turn around while game is paused!
2268                 if(timeout_status == TIMEOUT_ACTIVE) {
2269                         // FIXME turn this into CSQC stuff
2270                         self.v_angle = self.lastV_angle;
2271                         self.angles = self.lastV_angle;
2272                         self.fixangle = TRUE;
2273                 }
2274
2275                 if(frametime)
2276                 {
2277                         if(self.weapon == WEP_NEX && autocvar_g_balance_nex_charge)
2278                         {
2279                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2280                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2281                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / autocvar_g_balance_nex_charge_animlimit);
2282
2283                                 if(self.nex_charge > autocvar_g_balance_nex_charge_animlimit)
2284                                 {
2285                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2286                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2287                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - autocvar_g_balance_nex_charge_animlimit) / (1 - autocvar_g_balance_nex_charge_animlimit);
2288                                 }
2289                         }
2290                         else
2291                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
2292
2293                         player_powerups();
2294                 }
2295
2296                 if (self.deadflag != DEAD_NO)
2297                 {
2298                         if(self.personal && g_race_qualifying)
2299                         {
2300                                 if(time > self.respawn_time)
2301                                 {
2302                                         self.respawn_time = time + 1; // only retry once a second
2303                                         self.stat_respawn_time = self.respawn_time;
2304                                         respawn();
2305                                         self.impulse = 141;
2306                                 }
2307                         }
2308                         else
2309                         {
2310                                 float button_pressed;
2311                                 if(frametime)
2312                                         player_anim();
2313                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2314
2315                                 if (self.deadflag == DEAD_DYING)
2316                                 {
2317                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2318                                                 self.deadflag = DEAD_RESPAWNING;
2319                                         else if(!button_pressed)
2320                                                 self.deadflag = DEAD_DEAD;
2321                                 }
2322                                 else if (self.deadflag == DEAD_DEAD)
2323                                 {
2324                                         if(button_pressed)
2325                                                 self.deadflag = DEAD_RESPAWNABLE;
2326                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2327                                                 self.deadflag = DEAD_RESPAWNING;
2328                                 }
2329                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2330                                 {
2331                                         if(!button_pressed)
2332                                                 self.deadflag = DEAD_RESPAWNING;
2333                                 }
2334                                 else if (self.deadflag == DEAD_RESPAWNING)
2335                                 {
2336                                         if(time > self.respawn_time)
2337                                         {
2338                                                 self.respawn_time = time + 1; // only retry once a second
2339                                                 self.respawn_time_max = self.respawn_time;
2340                                                 respawn();
2341                                         }
2342                                 }
2343
2344                                 ShowRespawnCountdown();
2345
2346                                 if(self.respawn_flags & RESPAWN_SILENT)
2347                                         self.stat_respawn_time = 0;
2348                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2349                                         self.stat_respawn_time = self.respawn_time_max;
2350                                 else
2351                                         self.stat_respawn_time = self.respawn_time;
2352                         }
2353
2354                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2355                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2356                                 self.stat_respawn_time *= -1;
2357
2358                         return;
2359                 }
2360
2361                 self.prevorigin = self.origin;
2362
2363                 float do_crouch = self.BUTTON_CROUCH;
2364                 if(self.hook.state)
2365                         do_crouch = 0;
2366                 if(self.vehicle)
2367                         do_crouch = 0;
2368                 if(self.freezetag_frozen)
2369                         do_crouch = 0;
2370                 if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2371                         do_crouch = 0;
2372
2373                 if (do_crouch)
2374                 {
2375                         if (!self.crouch)
2376                         {
2377                                 self.crouch = TRUE;
2378                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2379                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2380                                 // setanim(self, self.anim_duck, FALSE, TRUE, TRUE); // this anim is BROKEN anyway
2381                         }
2382                 }
2383                 else
2384                 {
2385                         if (self.crouch)
2386                         {
2387                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
2388                                 if (!trace_startsolid)
2389                                 {
2390                                         self.crouch = FALSE;
2391                                         self.view_ofs = PL_VIEW_OFS;
2392                                         setsize (self, PL_MIN, PL_MAX);
2393                                 }
2394                         }
2395                 }
2396
2397                 FixPlayermodel();
2398
2399                 GrapplingHookFrame();
2400
2401                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2402                 //if(frametime)
2403                 {
2404                         self.items &= ~self.items_added;
2405
2406                         W_WeaponFrame();
2407
2408                         self.items_added = 0;
2409                         if(self.items & IT_JETPACK)
2410                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2411                                         self.items_added |= IT_FUEL;
2412
2413                         self.items |= self.items_added;
2414                 }
2415
2416                 player_regen();
2417
2418                 // rot nex charge to the charge limit
2419                 if(autocvar_g_balance_nex_charge_rot_rate && self.nex_charge > autocvar_g_balance_nex_charge_limit && self.nex_charge_rottime < time)
2420                         self.nex_charge = bound(autocvar_g_balance_nex_charge_limit, self.nex_charge - autocvar_g_balance_nex_charge_rot_rate * frametime / W_TICSPERFRAME, 1);
2421
2422                 if(frametime)
2423                         player_anim();
2424
2425                 // secret status
2426                 secrets_setstatus();
2427
2428                 // monsters status
2429                 monsters_setstatus();
2430
2431                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2432
2433                 //self.angles_y=self.v_angle_y + 90;   // temp
2434         } else if(gameover) {
2435                 if (intermission_running)
2436                         IntermissionThink ();   // otherwise a button could be missed between
2437                 return;
2438         } else if(IS_OBSERVER(self)) {
2439                 ObserverThink();
2440         } else if(IS_SPEC(self)) {
2441                 SpectatorThink();
2442         }
2443
2444         if(!zoomstate_set)
2445                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && autocvar_g_balance_rifle_secondary == 0));
2446
2447         float oldspectatee_status;
2448         oldspectatee_status = self.spectatee_status;
2449         if(IS_SPEC(self))
2450                 self.spectatee_status = num_for_edict(self.enemy);
2451         else if(IS_OBSERVER(self))
2452                 self.spectatee_status = num_for_edict(self);
2453         else
2454                 self.spectatee_status = 0;
2455         if(self.spectatee_status != oldspectatee_status)
2456         {
2457                 ClientData_Touch(self);
2458                 if(g_race || g_cts)
2459                         race_InitSpectator();
2460         }
2461
2462         if(self.teamkill_soundtime)
2463         if(time > self.teamkill_soundtime)
2464         {
2465                 self.teamkill_soundtime = 0;
2466
2467                 entity oldpusher, oldself;
2468
2469                 oldself = self; self = self.teamkill_soundsource;
2470                 oldpusher = self.pusher; self.pusher = oldself;
2471
2472                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2473
2474                 self.pusher = oldpusher;
2475                 self = oldself;
2476         }
2477
2478         if(self.taunt_soundtime)
2479         if(time > self.taunt_soundtime)
2480         {
2481                 self.taunt_soundtime = 0;
2482                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2483         }
2484
2485         target_voicescript_next(self);
2486
2487         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2488         if(!self.weapon)
2489                 self.clip_load = self.clip_size = 0;
2490 }
2491
2492 float isInvisibleString(string s)
2493 {
2494         float i, n, c;
2495         s = strdecolorize(s);
2496         for((i = 0), (n = strlen(s)); i < n; ++i)
2497         {
2498                 c = str2chr(s, i);
2499                 switch(c)
2500                 {
2501                         case 0:
2502                         case 32: // space
2503                                 break;
2504                         case 192: // charmap space
2505                                 if (!autocvar_utf8_enable)
2506                                         break;
2507                                 return FALSE;
2508                         case 160: // space in unicode fonts
2509                         case 0xE000 + 192: // utf8 charmap space
2510                                 if (autocvar_utf8_enable)
2511                                         break;
2512                         default:
2513                                 return FALSE;
2514                 }
2515         }
2516         return TRUE;
2517 }
2518
2519 /*
2520 =============
2521 PlayerPostThink
2522
2523 Called every frame for each client after the physics are run
2524 =============
2525 */
2526 .float idlekick_lasttimeleft;
2527 void PlayerPostThink (void)
2528 {
2529         // Savage: Check for nameless players
2530         if (isInvisibleString(self.netname)) {
2531                 self.netname = "Player";
2532                 stuffcmd(self, strcat("name ", self.netname, substring(ftos(random()), 2, -1), "\n"));
2533         }
2534
2535         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2536         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2537         {
2538                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2539                 {
2540                         if(self.idlekick_lasttimeleft)
2541                         {
2542                                 self.idlekick_lasttimeleft = 0;
2543                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2544                         }
2545                 }
2546                 else
2547                 {
2548                         float timeleft;
2549                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2550                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2551                         {
2552                                 if(!self.idlekick_lasttimeleft)
2553                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2554                         }
2555                         if(timeleft <= 0)
2556                         {
2557                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2558                                 dropclient(self);
2559                                 return;
2560                         }
2561                         else if(timeleft <= 10)
2562                         {
2563                                 if(timeleft != self.idlekick_lasttimeleft)
2564                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2565                                 self.idlekick_lasttimeleft = timeleft;
2566                         }
2567                 }
2568         }
2569
2570 #ifdef TETRIS
2571         if(self.impulse == 100)
2572                 ImpulseCommands();
2573         if (!TetrisPostFrame())
2574         {
2575 #endif
2576
2577         CheatFrame();
2578
2579         //CheckPlayerJump();
2580
2581         if(IS_PLAYER(self)) {
2582                 CheckRules_Player();
2583                 UpdateChatBubble();
2584                 if (self.impulse)
2585                         ImpulseCommands();
2586                 if (intermission_running)
2587                         return;         // intermission or finale
2588                 GetPressedKeys();
2589         }
2590
2591 #ifdef TETRIS
2592         }
2593 #endif
2594
2595         /*
2596         float i;
2597         for(i = 0; i < 1000; ++i)
2598         {
2599                 vector end;
2600                 end = self.origin + '0 0 1024' + 512 * randomvec();
2601                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2602                 if(trace_fraction < 1)
2603                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2604                 {
2605                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2606                         break;
2607                 }
2608         }
2609         */
2610
2611         //pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
2612
2613         if(self.waypointsprite_attachedforcarrier)
2614                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2615
2616         playerdemo_write();
2617
2618         if((g_cts || g_race) && self.cvar_cl_allow_uidtracking == 1 && self.cvar_cl_allow_uid2name == 1)
2619         {
2620                 if (!self.stored_netname)
2621                         self.stored_netname = strzone(uid2name(self.crypto_idfp));
2622                 if(self.stored_netname != self.netname)
2623                 {
2624                         db_put(ServerProgsDB, strcat("/uid2name/", self.crypto_idfp), self.netname);
2625                         strunzone(self.stored_netname);
2626                         self.stored_netname = strzone(self.netname);
2627                 }
2628         }
2629
2630         /*
2631         if(g_race)
2632                 dprintf("%f %.6f\n", time, race_GetFractionalLapCount(self));
2633         */
2634
2635         CSQCMODEL_AUTOUPDATE();
2636 }