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Minigame code and cfg
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "waypointsprites.qh"
2
3 #include "cl_impulse.qh"
4 #include "cl_player.qh"
5 #include "ent_cs.qh"
6 #include "g_subs.qh"
7 #include "ipban.qh"
8 #include "miscfunctions.qh"
9 #include "portals.qh"
10 #include "teamplay.qh"
11 #include "playerdemo.qh"
12 #include "secret.qh"
13
14 #include "bot/bot.qh"
15 #include "bot/navigation.qh"
16
17 #include "weapons/hitplot.qh"
18 #include "weapons/weaponsystem.qh"
19
20 #include "../common/net_notice.qh"
21
22 #include "../common/minigames/sv_minigames.qh"
23
24 #include "../common/monsters/sv_monsters.qh"
25
26 #include "../warpzonelib/server.qh"
27
28 float c1, c2, c3, c4;
29
30 void send_CSQC_teamnagger() {
31         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
32         WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
33 }
34
35 float ClientData_Send(entity to, int sf)
36 {
37         if(to != self.owner)
38         {
39                 error("wtf");
40                 return false;
41         }
42
43         entity e;
44
45         e = to;
46         if(IS_SPEC(to))
47                 e = to.enemy;
48
49         sf = 0;
50
51         if(e.race_completed)
52                 sf |= 1; // forced scoreboard
53         if(to.spectatee_status)
54                 sf |= 2; // spectator ent number follows
55         if(e.zoomstate)
56                 sf |= 4; // zoomed
57         if(e.porto_v_angle_held)
58                 sf |= 8; // angles held
59
60         WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
61         WriteByte(MSG_ENTITY, sf);
62
63         if(sf & 2)
64                 WriteByte(MSG_ENTITY, to.spectatee_status);
65
66         if(sf & 8)
67         {
68                 WriteAngle(MSG_ENTITY, e.v_angle.x);
69                 WriteAngle(MSG_ENTITY, e.v_angle.y);
70         }
71
72         return true;
73 }
74
75 void ClientData_Attach()
76 {
77         Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
78         self.clientdata.drawonlytoclient = self;
79         self.clientdata.owner = self;
80 }
81
82 void ClientData_Detach()
83 {
84         remove(self.clientdata);
85         self.clientdata = world;
86 }
87
88 void ClientData_Touch(entity e)
89 {
90         e.clientdata.SendFlags = 1;
91
92         // make it spectatable
93         entity e2;
94         FOR_EACH_REALCLIENT(e2)
95         {
96                 if(e2 != e)
97                         if(IS_SPEC(e2))
98                                 if(e2.enemy == e)
99                                         e2.clientdata.SendFlags = 1;
100         }
101 }
102
103 .string netname_previous;
104
105 void SetSpectator(entity player, entity spectatee);
106
107
108 /*
109 =============
110 CheckPlayerModel
111
112 Checks if the argument string can be a valid playermodel.
113 Returns a valid one in doubt.
114 =============
115 */
116 string FallbackPlayerModel;
117 string CheckPlayerModel(string plyermodel) {
118         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
119         {
120                 // note: we cannot summon Don Strunzone here, some player may
121                 // still have the model string set. In case anyone manages how
122                 // to change a cvar default, we'll have a small leak here.
123                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
124         }
125         // only in right path
126         if( substring(plyermodel,0,14) != "models/player/")
127                 return FallbackPlayerModel;
128         // only good file extensions
129         if(substring(plyermodel,-4,4) != ".zym")
130         if(substring(plyermodel,-4,4) != ".dpm")
131         if(substring(plyermodel,-4,4) != ".iqm")
132         if(substring(plyermodel,-4,4) != ".md3")
133         if(substring(plyermodel,-4,4) != ".psk")
134                 return FallbackPlayerModel;
135         // forbid the LOD models
136         if(substring(plyermodel, -9,5) == "_lod1")
137                 return FallbackPlayerModel;
138         if(substring(plyermodel, -9,5) == "_lod2")
139                 return FallbackPlayerModel;
140         if(plyermodel != strtolower(plyermodel))
141                 return FallbackPlayerModel;
142         // also, restrict to server models
143         if(autocvar_sv_servermodelsonly)
144         {
145                 if(!fexists(plyermodel))
146                         return FallbackPlayerModel;
147         }
148         return plyermodel;
149 }
150
151 void setplayermodel(entity e, string modelname)
152 {
153         precache_model(modelname);
154         setmodel(e, modelname);
155         player_setupanimsformodel();
156         UpdatePlayerSounds();
157 }
158
159 /*
160 =============
161 PutObserverInServer
162
163 putting a client as observer in the server
164 =============
165 */
166 void FixPlayermodel();
167 void PutObserverInServer (void)
168 {
169         entity  spot;
170     self.hud = HUD_NORMAL;
171
172         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
173
174         spot = SelectSpawnPoint (true);
175         if(!spot)
176                 error("No spawnpoints for observers?!?\n");
177         RemoveGrapplingHook(self); // Wazat's Grappling Hook
178
179         if(IS_REAL_CLIENT(self))
180         {
181                 msg_entity = self;
182                 WriteByte(MSG_ONE, SVC_SETVIEW);
183                 WriteEntity(MSG_ONE, self);
184         }
185
186         self.frags = FRAGS_SPECTATOR;
187
188         MUTATOR_CALLHOOK(MakePlayerObserver);
189
190         Portal_ClearAll(self);
191
192         Unfreeze(self);
193
194         if(self.alivetime)
195         {
196                 if(!warmup_stage)
197                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
198                 self.alivetime = 0;
199         }
200
201         if(self.vehicle)
202                 vehicles_exit(VHEF_RELESE);
203
204         WaypointSprite_PlayerDead();
205
206         if (!g_ca)  // don't reset teams when moving a ca player to the spectators
207                 self.team = -1;  // move this as it is needed to log the player spectating in eventlog
208
209         if(self.killcount != -666)
210         {
211                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
212                 if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
213                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
214
215                 if(self.just_joined == false) {
216                         LogTeamchange(self.playerid, -1, 4);
217                 } else
218                         self.just_joined = false;
219         }
220
221         PlayerScore_Clear(self); // clear scores when needed
222
223         accuracy_resend(self);
224
225         self.spectatortime = time;
226
227         self.classname = "observer";
228         self.iscreature = false;
229         self.teleportable = TELEPORT_SIMPLE;
230         self.damagedbycontents = false;
231         self.health = -666;
232         self.takedamage = DAMAGE_NO;
233         self.solid = SOLID_NOT;
234         self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink
235         self.flags = FL_CLIENT | FL_NOTARGET;
236         self.armorvalue = 666;
237         self.effects = 0;
238         self.armorvalue = autocvar_g_balance_armor_start;
239         self.pauserotarmor_finished = 0;
240         self.pauserothealth_finished = 0;
241         self.pauseregen_finished = 0;
242         self.damageforcescale = 0;
243         self.death_time = 0;
244         self.respawn_flags = 0;
245         self.respawn_time = 0;
246         self.stat_respawn_time = 0;
247         self.alpha = 0;
248         self.scale = 0;
249         self.fade_time = 0;
250         self.pain_frame = 0;
251         self.pain_finished = 0;
252         self.strength_finished = 0;
253         self.invincible_finished = 0;
254         self.superweapons_finished = 0;
255         self.pushltime = 0;
256         self.istypefrag = 0;
257         self.think = func_null;
258         self.nextthink = 0;
259         self.hook_time = 0;
260         self.deadflag = DEAD_NO;
261         self.angles = spot.angles;
262         self.angles_z = 0;
263         self.fixangle = true;
264         self.crouch = false;
265         self.revival_time = 0;
266
267         setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
268         self.prevorigin = self.origin;
269         self.items = 0;
270         self.weapons = '0 0 0';
271         self.model = "";
272         FixPlayermodel();
273         setmodel(self, "null");
274         self.drawonlytoclient = self;
275
276         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
277         self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
278
279         self.weapon = 0;
280         self.weaponname = "";
281         self.switchingweapon = 0;
282         self.weaponmodel = "";
283         self.weaponentity = world;
284         self.exteriorweaponentity = world;
285         self.killcount = -666;
286         self.velocity = '0 0 0';
287         self.avelocity = '0 0 0';
288         self.punchangle = '0 0 0';
289         self.punchvector = '0 0 0';
290         self.oldvelocity = self.velocity;
291         self.fire_endtime = -1;
292         self.event_damage = func_null;
293 }
294
295 .float model_randomizer;
296 void FixPlayermodel()
297 {
298         string defaultmodel;
299         float defaultskin, chmdl, oldskin, n, i;
300         vector m1, m2;
301
302         defaultmodel = "";
303         defaultskin = 0;
304         chmdl = false;
305
306         if(autocvar_sv_defaultcharacter == 1)
307         {
308                 if(teamplay)
309                 {
310                         string s;
311                         s = Static_Team_ColorName_Lower(self.team);
312                         if(s != "neutral")
313                         {
314                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
315                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
316                         }
317                 }
318
319                 if(defaultmodel == "")
320                 {
321                         defaultmodel = autocvar_sv_defaultplayermodel;
322                         defaultskin = autocvar_sv_defaultplayerskin;
323                 }
324
325                 n = tokenize_console(defaultmodel);
326                 if(n > 0)
327                 {
328                         defaultmodel = argv(floor(n * self.model_randomizer));
329                         // However, do NOT randomize if the player-selected model is in the list.
330                         for (i = 0; i < n; ++i)
331                                 if ((argv(i) == self.playermodel && defaultskin == stof(self.playerskin)) || argv(i) == strcat(self.playermodel, ":", self.playerskin))
332                                         defaultmodel = argv(i);
333                 }
334
335                 i = strstrofs(defaultmodel, ":", 0);
336                 if(i >= 0)
337                 {
338                         defaultskin = stof(substring(defaultmodel, i+1, -1));
339                         defaultmodel = substring(defaultmodel, 0, i);
340                 }
341         }
342
343         if(defaultmodel != "")
344         {
345                 if (defaultmodel != self.model)
346                 {
347                         m1 = self.mins;
348                         m2 = self.maxs;
349                         setplayermodel (self, defaultmodel);
350                         setsize (self, m1, m2);
351                         chmdl = true;
352                 }
353
354                 oldskin = self.skin;
355                 self.skin = defaultskin;
356         } else {
357                 if (self.playermodel != self.model || self.playermodel == "")
358                 {
359                         self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop
360                         m1 = self.mins;
361                         m2 = self.maxs;
362                         setplayermodel (self, self.playermodel);
363                         setsize (self, m1, m2);
364                         chmdl = true;
365                 }
366
367                 oldskin = self.skin;
368                 self.skin = stof(self.playerskin);
369         }
370
371         if(chmdl || oldskin != self.skin) // model or skin has changed
372         {
373                 self.species = player_getspecies(); // update species
374                 UpdatePlayerSounds(); // update skin sounds
375         }
376
377         if(!teamplay)
378                 if(strlen(autocvar_sv_defaultplayercolors))
379                         if(self.clientcolors != stof(autocvar_sv_defaultplayercolors))
380                                 setcolor(self, stof(autocvar_sv_defaultplayercolors));
381 }
382
383 /*
384 =============
385 PutClientInServer
386
387 Called when a client spawns in the server
388 =============
389 */
390 void PutClientInServer (void)
391 {
392         if(IS_BOT_CLIENT(self))
393                 self.classname = "player";
394         else if(IS_REAL_CLIENT(self))
395         {
396                 msg_entity = self;
397                 WriteByte(MSG_ONE, SVC_SETVIEW);
398                 WriteEntity(MSG_ONE, self);
399         }
400
401         SetSpectator(self, world);
402
403         // reset player keys
404         self.itemkeys = 0;
405
406         MUTATOR_CALLHOOK(PutClientInServer);
407
408         if(gameover)
409                 self.classname = "observer";
410
411         if(IS_PLAYER(self))
412         {
413                 entity spot, oldself;
414                 float j;
415
416                 accuracy_resend(self);
417
418                 if(self.team < 0)
419                         JoinBestTeam(self, false, true);
420
421                 spot = SelectSpawnPoint (false);
422                 if(!spot)
423                 {
424                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
425                         return; // spawn failed
426                 }
427
428                 RemoveGrapplingHook(self); // Wazat's Grappling Hook
429
430                 if(self.vehicle)
431                         vehicles_exit(VHEF_RELESE);
432
433                 self.classname = "player";
434                 self.wasplayer = true;
435                 self.iscreature = true;
436                 self.teleportable = TELEPORT_NORMAL;
437                 self.damagedbycontents = true;
438                 self.movetype = MOVETYPE_WALK;
439                 self.solid = SOLID_SLIDEBOX;
440                 self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
441                 if(autocvar_g_playerclip_collisions)
442                         self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
443                 if(IS_BOT_CLIENT(self) && autocvar_g_botclip_collisions)
444                         self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
445                 self.frags = FRAGS_PLAYER;
446                 if(INDEPENDENT_PLAYERS)
447                         MAKE_INDEPENDENT_PLAYER(self);
448                 self.flags = FL_CLIENT;
449                 if(autocvar__notarget)
450                         self.flags |= FL_NOTARGET;
451                 self.takedamage = DAMAGE_AIM;
452                 self.effects = 0;
453                 self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
454                 self.air_finished = time + 12;
455                 self.dmg = 2;
456                 if(WEP_CVAR(vortex, charge))
457                 {
458                         if(WEP_CVAR_SEC(vortex, chargepool))
459                                 self.vortex_chargepool_ammo = 1;
460                         self.vortex_charge = WEP_CVAR(vortex, charge_start);
461                 }
462
463                 if(warmup_stage)
464                 {
465                         self.ammo_shells = warmup_start_ammo_shells;
466                         self.ammo_nails = warmup_start_ammo_nails;
467                         self.ammo_rockets = warmup_start_ammo_rockets;
468                         self.ammo_cells = warmup_start_ammo_cells;
469                         self.ammo_plasma = warmup_start_ammo_plasma;
470                         self.ammo_fuel = warmup_start_ammo_fuel;
471                         self.health = warmup_start_health;
472                         self.armorvalue = warmup_start_armorvalue;
473                         self.weapons = WARMUP_START_WEAPONS;
474                 }
475                 else
476                 {
477                         self.ammo_shells = start_ammo_shells;
478                         self.ammo_nails = start_ammo_nails;
479                         self.ammo_rockets = start_ammo_rockets;
480                         self.ammo_cells = start_ammo_cells;
481                         self.ammo_plasma = start_ammo_plasma;
482                         self.ammo_fuel = start_ammo_fuel;
483                         self.health = start_health;
484                         self.armorvalue = start_armorvalue;
485                         self.weapons = start_weapons;
486                 }
487
488                 if(self.weapons & WEPSET_SUPERWEAPONS)
489                         self.superweapons_finished = time + autocvar_g_balance_superweapons_time;
490                 else
491                         self.superweapons_finished = 0;
492
493                 if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
494                 {
495                         if(g_weaponarena_random_with_blaster)
496                                 self.weapons &= ~WEPSET_BLASTER;
497                         W_RandomWeapons(self, g_weaponarena_random);
498                         if(g_weaponarena_random_with_blaster)
499                                 self.weapons |= WEPSET_BLASTER;
500                 }
501
502                 self.items = start_items;
503
504                 self.spawnshieldtime = time + autocvar_g_spawnshieldtime;
505                 self.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
506                 self.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
507                 self.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
508                 self.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
509                 //extend the pause of rotting if client was reset at the beginning of the countdown
510                 if(!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
511                         self.spawnshieldtime += game_starttime - time;
512                         self.pauserotarmor_finished += game_starttime - time;
513                         self.pauserothealth_finished += game_starttime - time;
514                         self.pauseregen_finished += game_starttime - time;
515                 }
516                 self.damageforcescale = 2;
517                 self.death_time = 0;
518                 self.respawn_flags = 0;
519                 self.respawn_time = 0;
520                 self.stat_respawn_time = 0;
521                 self.scale = 0;
522                 self.fade_time = 0;
523                 self.pain_frame = 0;
524                 self.pain_finished = 0;
525                 self.strength_finished = 0;
526                 self.invincible_finished = 0;
527                 self.pushltime = 0;
528                 // players have no think function
529                 self.think = func_null;
530                 self.nextthink = 0;
531                 self.hook_time = 0;
532                 self.dmg_team = 0;
533                 self.ballistics_density = autocvar_g_ballistics_density_player;
534
535                 self.metertime = 0;
536
537                 self.deadflag = DEAD_NO;
538
539                 self.angles = spot.angles;
540
541                 self.angles_z = 0; // never spawn tilted even if the spot says to
542                 if(IS_BOT_CLIENT(self))
543                         self.v_angle = self.angles;
544                 self.fixangle = true; // turn this way immediately
545                 self.velocity = '0 0 0';
546                 self.avelocity = '0 0 0';
547                 self.punchangle = '0 0 0';
548                 self.punchvector = '0 0 0';
549                 self.oldvelocity = self.velocity;
550                 self.fire_endtime = -1;
551                 self.revival_time = 0;
552
553                 entity spawnevent = spawn();
554                 spawnevent.owner = self;
555                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
556
557                 // Cut off any still running player sounds.
558                 stopsound(self, CH_PLAYER_SINGLE);
559
560                 self.model = "";
561                 FixPlayermodel();
562                 self.drawonlytoclient = world;
563
564                 self.crouch = false;
565                 self.view_ofs = PL_VIEW_OFS;
566                 setsize (self, PL_MIN, PL_MAX);
567                 self.spawnorigin = spot.origin;
568                 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
569                 // don't reset back to last position, even if new position is stuck in solid
570                 self.oldorigin = self.origin;
571                 self.prevorigin = self.origin;
572                 self.lastrocket = world; // stop rocket guiding, no revenge from the grave!
573                 self.lastteleporttime = time; // prevent insane speeds due to changing origin
574         self.hud = HUD_NORMAL;
575
576                 self.event_damage = PlayerDamage;
577
578                 self.bot_attack = true;
579                 self.monster_attack = true;
580
581                 self.spider_slowness = 0;
582
583                 self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
584
585                 if(self.killcount == -666) {
586                         PlayerScore_Clear(self);
587                         self.killcount = 0;
588                 }
589
590                 CL_SpawnWeaponentity();
591                 self.alpha = default_player_alpha;
592                 self.colormod = '1 1 1' * autocvar_g_player_brightness;
593                 self.exteriorweaponentity.alpha = default_weapon_alpha;
594
595                 self.speedrunning = false;
596
597                 //stuffcmd(self, "chase_active 0");
598                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
599
600                 target_voicescript_clear(self);
601
602                 // reset fields the weapons may use
603                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
604                 {
605                         WEP_ACTION(j, WR_RESETPLAYER);
606
607                         // all weapons must be fully loaded when we spawn
608                         entity e = get_weaponinfo(j);
609                         if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
610                                 self.(weapon_load[j]) = e.reloading_ammo;
611                 }
612
613                 oldself = self;
614                 self = spot;
615                         activator = oldself;
616                                 string s;
617                                 s = self.target;
618                                 self.target = string_null;
619                                 SUB_UseTargets();
620                                 self.target = s;
621                         activator = world;
622                 self = oldself;
623
624                 Unfreeze(self);
625
626                 spawn_spot = spot;
627                 MUTATOR_CALLHOOK(PlayerSpawn);
628
629                 if(autocvar_spawn_debug)
630                 {
631                         sprint(self, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
632                         remove(spot);   // usefull for checking if there are spawnpoints, that let drop through the floor
633                 }
634
635                 self.switchweapon = w_getbestweapon(self);
636                 self.cnt = -1; // W_LastWeapon will not complain
637                 self.weapon = 0;
638                 self.weaponname = "";
639                 self.switchingweapon = 0;
640
641                 if(!warmup_stage)
642                         if(!self.alivetime)
643                                 self.alivetime = time;
644
645                 antilag_clear(self);
646         }
647         else if(IS_OBSERVER(self))
648         {
649                 PutObserverInServer ();
650         }
651 }
652
653 .float ebouncefactor, ebouncestop; // electro's values
654 // TODO do we need all these fields, or should we stop autodetecting runtime
655 // changes and just have a console command to update this?
656 float ClientInit_SendEntity(entity to, float sf)
657 {
658         WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
659         WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
660         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
661         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
662         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
663         WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
664         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
665         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
666         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
667         WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
668
669         if(sv_foginterval && world.fog != "")
670                 WriteString(MSG_ENTITY, world.fog);
671         else
672                 WriteString(MSG_ENTITY, "");
673         WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
674         WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
675         WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
676         WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
677         WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
678         WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
679         WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
680         WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
681         WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
682         WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
683         WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
684         WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
685         return true;
686 }
687
688 void ClientInit_CheckUpdate()
689 {
690         self.nextthink = time;
691         if(self.count != autocvar_g_balance_armor_blockpercent)
692         {
693                 self.count = autocvar_g_balance_armor_blockpercent;
694                 self.SendFlags |= 1;
695         }
696         if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
697         {
698                 self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
699                 self.SendFlags |= 1;
700         }
701         if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
702         {
703                 self.bouncestop = autocvar_g_balance_mortar_bouncestop;
704                 self.SendFlags |= 1;
705         }
706         if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
707         {
708                 self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
709                 self.SendFlags |= 1;
710         }
711         if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
712         {
713                 self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
714                 self.SendFlags |= 1;
715         }
716 }
717
718 void ClientInit_Spawn()
719 {
720         entity o;
721         entity e;
722         e = spawn();
723         e.classname = "clientinit";
724         e.think = ClientInit_CheckUpdate;
725         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
726
727         o = self;
728         self = e;
729         ClientInit_CheckUpdate();
730         self = o;
731 }
732
733 /*
734 =============
735 SetNewParms
736 =============
737 */
738 void SetNewParms (void)
739 {
740         // initialize parms for a new player
741         parm1 = -(86400 * 366);
742 }
743
744 /*
745 =============
746 SetChangeParms
747 =============
748 */
749 void SetChangeParms (void)
750 {
751         // save parms for level change
752         parm1 = self.parm_idlesince - time;
753 }
754
755 /*
756 =============
757 DecodeLevelParms
758 =============
759 */
760 void DecodeLevelParms (void)
761 {
762         // load parms
763         self.parm_idlesince = parm1;
764         if(self.parm_idlesince == -(86400 * 366))
765                 self.parm_idlesince = time;
766
767         // whatever happens, allow 60 seconds of idling directly after connect for map loading
768         self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
769 }
770
771 /*
772 =============
773 ClientKill
774
775 Called when a client types 'kill' in the console
776 =============
777 */
778
779 .float clientkill_nexttime;
780 void ClientKill_Now_TeamChange()
781 {
782         if(self.killindicator_teamchange == -1)
783         {
784                 JoinBestTeam( self, false, true );
785         }
786         else if(self.killindicator_teamchange == -2)
787         {
788                 if(blockSpectators)
789                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
790                 PutObserverInServer();
791         }
792         else
793                 SV_ChangeTeam(self.killindicator_teamchange - 1);
794         self.killindicator_teamchange = 0;
795 }
796
797 void ClientKill_Now()
798 {
799         if(self.vehicle)
800         {
801             vehicles_exit(VHEF_RELESE);
802             if(!self.killindicator_teamchange)
803             {
804             self.vehicle_health = -1;
805             Damage(self, self, self, 1 , DEATH_KILL, self.origin, '0 0 0');
806             }
807         }
808
809         if(self.killindicator && !wasfreed(self.killindicator))
810                 remove(self.killindicator);
811
812         self.killindicator = world;
813
814         if(self.killindicator_teamchange)
815                 ClientKill_Now_TeamChange();
816
817         if(IS_PLAYER(self))
818                 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
819
820         // now I am sure the player IS dead
821 }
822 void KillIndicator_Think()
823 {
824         if (gameover)
825         {
826                 self.owner.killindicator = world;
827                 remove(self);
828                 return;
829         }
830
831         if (self.owner.alpha < 0 && !self.owner.vehicle)
832         {
833                 self.owner.killindicator = world;
834                 remove(self);
835                 return;
836         }
837
838         if(self.cnt <= 0)
839         {
840                 self = self.owner;
841                 ClientKill_Now(); // no oldself needed
842                 return;
843         }
844     else if(g_cts && self.health == 1) // health == 1 means that it's silent
845     {
846         self.nextthink = time + 1;
847         self.cnt -= 1;
848     }
849         else
850         {
851                 if(self.cnt <= 10)
852                         setmodel(self, strcat("models/sprites/", ftos(self.cnt), ".spr32"));
853                 if(IS_REAL_CLIENT(self.owner))
854                 {
855                         if(self.cnt <= 10)
856                                 { Send_Notification(NOTIF_ONE, self.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, self.cnt)); }
857                 }
858                 self.nextthink = time + 1;
859                 self.cnt -= 1;
860         }
861 }
862
863 float clientkilltime;
864 void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec
865 {
866         float killtime;
867         float starttime;
868         entity e;
869
870         if (gameover)
871                 return;
872
873         killtime = autocvar_g_balance_kill_delay;
874
875         if(g_race_qualifying || g_cts)
876                 killtime = 0;
877
878     if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill
879     {
880                 remove(self.killindicator);
881                 self.killindicator = world;
882
883         ClientKill_Now(); // allow instant kill in this case
884         return;
885     }
886
887         self.killindicator_teamchange = targetteam;
888
889     if(!self.killindicator)
890         {
891                 if(self.deadflag == DEAD_NO)
892                 {
893                         killtime = max(killtime, self.clientkill_nexttime - time);
894                         self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
895                 }
896
897                 if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
898                 {
899                         ClientKill_Now();
900                 }
901                 else
902                 {
903                         starttime = max(time, clientkilltime);
904
905                         self.killindicator = spawn();
906                         self.killindicator.owner = self;
907                         self.killindicator.scale = 0.5;
908                         setattachment(self.killindicator, self, "");
909                         setorigin(self.killindicator, '0 0 52');
910                         self.killindicator.think = KillIndicator_Think;
911                         self.killindicator.nextthink = starttime + (self.lip) * 0.05;
912                         clientkilltime = max(clientkilltime, self.killindicator.nextthink + 0.05);
913                         self.killindicator.cnt = ceil(killtime);
914                         self.killindicator.count = bound(0, ceil(killtime), 10);
915                         //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));
916
917                         for(e = world; (e = find(e, classname, "body")) != world; )
918                         {
919                                 if(e.enemy != self)
920                                         continue;
921                                 e.killindicator = spawn();
922                                 e.killindicator.owner = e;
923                                 e.killindicator.scale = 0.5;
924                                 setattachment(e.killindicator, e, "");
925                                 setorigin(e.killindicator, '0 0 52');
926                                 e.killindicator.think = KillIndicator_Think;
927                                 e.killindicator.nextthink = starttime + (e.lip) * 0.05;
928                                 clientkilltime = max(clientkilltime, e.killindicator.nextthink + 0.05);
929                                 e.killindicator.cnt = ceil(killtime);
930                         }
931                         self.lip = 0;
932                 }
933         }
934         if(self.killindicator)
935         {
936                 if(targetteam == 0) // just die
937                 {
938                         self.killindicator.colormod = '0 0 0';
939                         if(IS_REAL_CLIENT(self))
940                         if(self.killindicator.cnt > 0)
941                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, self.killindicator.cnt);
942                 }
943                 else if(targetteam == -1) // auto
944                 {
945                         self.killindicator.colormod = '0 1 0';
946                         if(IS_REAL_CLIENT(self))
947                         if(self.killindicator.cnt > 0)
948                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, self.killindicator.cnt);
949                 }
950                 else if(targetteam == -2) // spectate
951                 {
952                         self.killindicator.colormod = '0.5 0.5 0.5';
953                         if(IS_REAL_CLIENT(self))
954                         if(self.killindicator.cnt > 0)
955                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, self.killindicator.cnt);
956                 }
957                 else
958                 {
959                         self.killindicator.colormod = Team_ColorRGB(targetteam);
960                         if(IS_REAL_CLIENT(self))
961                         if(self.killindicator.cnt > 0)
962                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, APP_TEAM_NUM_4(targetteam, CENTER_TEAMCHANGE_), self.killindicator.cnt);
963                 }
964         }
965
966 }
967
968 void ClientKill (void)
969 {
970         if(gameover) return;
971         if(self.player_blocked) return;
972         if(self.frozen) return;
973
974         ClientKill_TeamChange(0);
975 }
976
977 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
978 {
979     e.killindicator = spawn();
980     e.killindicator.owner = e;
981     e.killindicator.think = KillIndicator_Think;
982     e.killindicator.nextthink = time + (e.lip) * 0.05;
983     e.killindicator.cnt = ceil(autocvar_g_cts_finish_kill_delay);
984     e.killindicator.health = 1; // this is used to indicate that it should be silent
985     e.lip = 0;
986 }
987
988 void FixClientCvars(entity e)
989 {
990         // send prediction settings to the client
991         stuffcmd(e, "\nin_bindmap 0 0\n");
992         if(g_race || g_cts)
993                 stuffcmd(e, "cl_cmd settemp cl_movecliptokeyboard 2\n");
994         if(autocvar_g_antilag == 3) // client side hitscan
995                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
996         if(autocvar_sv_gentle)
997                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
998 }
999
1000 float PlayerInIDList(entity p, string idlist)
1001 {
1002         float n, i;
1003         string s;
1004
1005         // NOTE: we do NOT check crypto_keyfp here, an unsigned ID is fine too for this
1006         if (!p.crypto_idfp)
1007                 return 0;
1008
1009         // this function allows abbreviated player IDs too!
1010         n = tokenize_console(idlist);
1011         for(i = 0; i < n; ++i)
1012         {
1013                 s = argv(i);
1014                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1015                         return 1;
1016         }
1017
1018         return 0;
1019 }
1020
1021 #ifdef DP_EXT_PRECONNECT
1022 /*
1023 =============
1024 ClientPreConnect
1025
1026 Called once (not at each match start) when a client begins a connection to the server
1027 =============
1028 */
1029 void ClientPreConnect (void)
1030 {
1031         if(autocvar_sv_eventlog)
1032         {
1033                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1034                         self.playerid,
1035                         num_for_edict(self),
1036                         ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
1037                 ));
1038         }
1039 }
1040 #endif
1041
1042 /*
1043 =============
1044 ClientConnect
1045
1046 Called when a client connects to the server
1047 =============
1048 */
1049 void DecodeLevelParms (void);
1050 //void dom_player_join_team(entity pl);
1051 void set_dom_state(entity e);
1052 void ClientConnect (void)
1053 {
1054         float t;
1055
1056         if(IS_CLIENT(self))
1057         {
1058                 print("Warning: ClientConnect, but already connected!\n");
1059                 return;
1060         }
1061
1062         if(Ban_MaybeEnforceBanOnce(self))
1063                 return;
1064
1065         DecodeLevelParms();
1066
1067 #ifdef WATERMARK
1068         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
1069 #endif
1070
1071         self.classname = "player_joining";
1072
1073         self.flags = FL_CLIENT;
1074         self.version_nagtime = time + 10 + random() * 10;
1075
1076         if(player_count<0)
1077         {
1078                 dprint("BUG player count is lower than zero, this cannot happen!\n");
1079                 player_count = 0;
1080         }
1081
1082         if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
1083
1084         PlayerScore_Attach(self);
1085         ClientData_Attach();
1086         accuracy_init(self);
1087
1088         bot_clientconnect();
1089
1090         playerdemo_init();
1091
1092         anticheat_init();
1093
1094         // identify the right forced team
1095         if(autocvar_g_campaign)
1096         {
1097                 if(IS_REAL_CLIENT(self)) // only players, not bots
1098                 {
1099                         switch(autocvar_g_campaign_forceteam)
1100                         {
1101                                 case 1: self.team_forced = NUM_TEAM_1; break;
1102                                 case 2: self.team_forced = NUM_TEAM_2; break;
1103                                 case 3: self.team_forced = NUM_TEAM_3; break;
1104                                 case 4: self.team_forced = NUM_TEAM_4; break;
1105                                 default: self.team_forced = 0;
1106                         }
1107                 }
1108         }
1109         else if(PlayerInIDList(self, autocvar_g_forced_team_red))
1110                 self.team_forced = NUM_TEAM_1;
1111         else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
1112                 self.team_forced = NUM_TEAM_2;
1113         else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
1114                 self.team_forced = NUM_TEAM_3;
1115         else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
1116                 self.team_forced = NUM_TEAM_4;
1117         else if(autocvar_g_forced_team_otherwise == "red")
1118                 self.team_forced = NUM_TEAM_1;
1119         else if(autocvar_g_forced_team_otherwise == "blue")
1120                 self.team_forced = NUM_TEAM_2;
1121         else if(autocvar_g_forced_team_otherwise == "yellow")
1122                 self.team_forced = NUM_TEAM_3;
1123         else if(autocvar_g_forced_team_otherwise == "pink")
1124                 self.team_forced = NUM_TEAM_4;
1125         else if(autocvar_g_forced_team_otherwise == "spectate")
1126                 self.team_forced = -1;
1127         else if(autocvar_g_forced_team_otherwise == "spectator")
1128                 self.team_forced = -1;
1129         else
1130                 self.team_forced = 0;
1131
1132         if(!teamplay)
1133                 if(self.team_forced > 0)
1134                         self.team_forced = 0;
1135
1136         JoinBestTeam(self, false, false); // if the team number is valid, keep it
1137
1138         if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
1139                 self.classname = "observer";
1140         } else {
1141                 if(teamplay)
1142                 {
1143                         if(autocvar_g_balance_teams)
1144                         {
1145                                 self.classname = "player";
1146                                 campaign_bots_may_start = 1;
1147                         }
1148                         else
1149                         {
1150                                 self.classname = "observer"; // do it anyway
1151                         }
1152                 }
1153                 else
1154                 {
1155                         self.classname = "player";
1156                         campaign_bots_may_start = 1;
1157                 }
1158         }
1159
1160         self.playerid = (playerid_last = playerid_last + 1);
1161
1162         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
1163
1164     if(IS_BOT_CLIENT(self))
1165         PlayerStats_GameReport_AddPlayer(self);
1166
1167         if(autocvar_sv_eventlog)
1168                 GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
1169
1170         LogTeamchange(self.playerid, self.team, 1);
1171
1172         self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1173
1174         self.netname_previous = strzone(self.netname);
1175
1176         if(IS_PLAYER(self) && teamplay)
1177                 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
1178         else
1179                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
1180
1181         stuffcmd(self, strcat(clientstuff, "\n"));
1182         stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1183
1184         FixClientCvars(self);
1185
1186         // spawnfunc_waypoint sprites
1187         WaypointSprite_InitClient(self);
1188
1189         // Wazat's grappling hook
1190         SetGrappleHookBindings();
1191
1192         // Jetpack binds
1193         stuffcmd(self, "alias +jetpack +button10\n");
1194         stuffcmd(self, "alias -jetpack -button10\n");
1195
1196         // get version info from player
1197         stuffcmd(self, "cmd clientversion $gameversion\n");
1198
1199         // get other cvars from player
1200         GetCvars(0);
1201
1202         // notify about available teams
1203         if(teamplay)
1204         {
1205                 CheckAllowedTeams(self);
1206                 t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
1207                 stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
1208         }
1209         else
1210                 stuffcmd(self, "set _teams_available 0\n");
1211
1212         attach_entcs();
1213
1214         bot_relinkplayerlist();
1215
1216         self.spectatortime = time;
1217         if(blockSpectators)
1218         {
1219                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1220         }
1221
1222         self.jointime = time;
1223         self.allowed_timeouts = autocvar_sv_timeout_number;
1224
1225         if(IS_REAL_CLIENT(self))
1226         {
1227                 if(!autocvar_g_campaign)
1228                 {
1229                         self.motd_actived_time = -1;
1230                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
1231                 }
1232
1233                 if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET_TUBA))
1234                         stuffcmd(self, "cl_cmd settemp chase_active 1\n");
1235         }
1236
1237         if(!sv_foginterval && world.fog != "")
1238                 stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1239
1240         W_HitPlotOpen(self);
1241
1242         if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1243                 send_CSQC_teamnagger();
1244
1245         CheatInitClient();
1246
1247         CSQCMODEL_AUTOINIT();
1248
1249         self.model_randomizer = random();
1250
1251         if(IS_REAL_CLIENT(self))
1252                 sv_notice_join();
1253
1254         MUTATOR_CALLHOOK(ClientConnect);
1255 }
1256 /*
1257 =============
1258 ClientDisconnect
1259
1260 Called when a client disconnects from the server
1261 =============
1262 */
1263 .entity chatbubbleentity;
1264 void ReadyCount();
1265 void ClientDisconnect (void)
1266 {
1267         if(self.vehicle)
1268             vehicles_exit(VHEF_RELESE);
1269
1270         if (!IS_CLIENT(self))
1271         {
1272                 print("Warning: ClientDisconnect without ClientConnect\n");
1273                 return;
1274         }
1275
1276         PlayerStats_GameReport_FinalizePlayer(self);
1277
1278         if ( self.active_minigame )
1279                 part_minigame(self);
1280
1281         if(IS_PLAYER(self)) { pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1); }
1282
1283         CheatShutdownClient();
1284
1285         W_HitPlotClose(self);
1286
1287         anticheat_report();
1288         anticheat_shutdown();
1289
1290         playerdemo_shutdown();
1291
1292         bot_clientdisconnect();
1293
1294         if(self.entcs)
1295                 detach_entcs();
1296
1297         if(autocvar_sv_eventlog)
1298                 GameLogEcho(strcat(":part:", ftos(self.playerid)));
1299
1300         Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_DISCONNECT, self.netname);
1301
1302         MUTATOR_CALLHOOK(ClientDisconnect);
1303
1304         Portal_ClearAll(self);
1305
1306         Unfreeze(self);
1307
1308         RemoveGrapplingHook(self);
1309
1310         // Here, everything has been done that requires this player to be a client.
1311
1312         self.flags &= ~FL_CLIENT;
1313
1314         if (self.chatbubbleentity)
1315                 remove (self.chatbubbleentity);
1316
1317         if (self.killindicator)
1318                 remove (self.killindicator);
1319
1320         WaypointSprite_PlayerGone();
1321
1322         bot_relinkplayerlist();
1323
1324         accuracy_free(self);
1325         ClientData_Detach();
1326         PlayerScore_Detach(self);
1327
1328         if(self.netname_previous)
1329                 strunzone(self.netname_previous);
1330         if(self.clientstatus)
1331                 strunzone(self.clientstatus);
1332         if(self.weaponorder_byimpulse)
1333                 strunzone(self.weaponorder_byimpulse);
1334
1335         ClearPlayerSounds();
1336
1337         if(self.personal)
1338                 remove(self.personal);
1339
1340         self.playerid = 0;
1341         ReadyCount();
1342
1343         // free cvars
1344         GetCvars(-1);
1345 }
1346
1347 .float BUTTON_CHAT;
1348 float ChatBubbleCustomize()
1349 {
1350         entity e = WaypointSprite_getviewentity(other), own = self.owner;
1351
1352         if(!own.deadflag && IS_PLAYER(own))
1353         {
1354                 if(own.BUTTON_CHAT) { self.skin = 0; return true; }
1355                 if(own.active_minigame) { self.skin = 1; return true; }
1356                 if(SAME_TEAM(own, e) && e != own) { self.skin = 2; return true; }
1357         }
1358
1359         return false;
1360 }
1361
1362 void ChatBubbleThink()
1363 {
1364         self.nextthink = time;
1365         if ((self.owner.alpha < 0) || self.owner.chatbubbleentity != self)
1366         {
1367                 if(self.owner) // but why can that ever be world?
1368                         self.owner.chatbubbleentity = world;
1369                 remove(self);
1370                 return;
1371         }
1372 }
1373
1374 void UpdateChatBubble()
1375 {
1376         if (self.alpha < 0)
1377                 return;
1378         // spawn a chatbubble entity if needed
1379         if (!self.chatbubbleentity)
1380         {
1381                 self.chatbubbleentity = spawn();
1382                 self.chatbubbleentity.owner = self;
1383                 self.chatbubbleentity.exteriormodeltoclient = self;
1384                 self.chatbubbleentity.alpha = 1;
1385                 self.chatbubbleentity.customizeentityforclient = ChatBubbleCustomize;
1386                 self.chatbubbleentity.think = ChatBubbleThink;
1387                 self.chatbubbleentity.nextthink = time;
1388                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr"); // precision set below
1389                 //setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
1390                 setorigin(self.chatbubbleentity, '0 0 15' + self.maxs.z * '0 0 1');
1391                 setattachment(self.chatbubbleentity, self, "");  // sticks to moving player better, also conserves bandwidth
1392                 self.chatbubbleentity.mdl = self.chatbubbleentity.model;
1393                 //self.chatbubbleentity.model = "";
1394                 self.chatbubbleentity.effects = EF_LOWPRECISION;
1395         }
1396 }
1397
1398
1399 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1400 // added to the model skins
1401 /*void UpdateColorModHack()
1402 {
1403         float c;
1404         c = self.clientcolors & 15;
1405         // LordHavoc: only bothering to support white, green, red, yellow, blue
1406              if (!teamplay) self.colormod = '0 0 0';
1407         else if (c ==  0) self.colormod = '1.00 1.00 1.00';
1408         else if (c ==  3) self.colormod = '0.10 1.73 0.10';
1409         else if (c ==  4) self.colormod = '1.73 0.10 0.10';
1410         else if (c == 12) self.colormod = '1.22 1.22 0.10';
1411         else if (c == 13) self.colormod = '0.10 0.10 1.73';
1412         else self.colormod = '1 1 1';
1413 }*/
1414
1415 void respawn(void)
1416 {
1417         if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
1418         {
1419                 self.solid = SOLID_NOT;
1420                 self.takedamage = DAMAGE_NO;
1421                 self.movetype = MOVETYPE_FLY;
1422                 self.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1423                 self.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1424                 self.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1425                 pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);
1426                 if(autocvar_g_respawn_ghosts_maxtime)
1427                         SUB_SetFade (self, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1428         }
1429
1430         CopyBody(1);
1431
1432         self.effects |= EF_NODRAW; // prevent another CopyBody
1433         PutClientInServer();
1434 }
1435
1436 void play_countdown(float finished, string samp)
1437 {
1438         if(IS_REAL_CLIENT(self))
1439                 if(floor(finished - time - frametime) != floor(finished - time))
1440                         if(finished - time < 6)
1441                                 sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1442 }
1443
1444 void player_powerups (void)
1445 {
1446         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1447         olditems = self.items;
1448
1449         if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
1450                 self.modelflags |= MF_ROCKET;
1451         else
1452                 self.modelflags &= ~MF_ROCKET;
1453
1454         self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1455
1456         if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
1457                 return;
1458
1459         Fire_ApplyDamage(self);
1460         Fire_ApplyEffect(self);
1461
1462         if (!g_instagib)
1463         {
1464                 if (self.items & IT_STRENGTH)
1465                 {
1466                         play_countdown(self.strength_finished, "misc/poweroff.wav");
1467                         self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1468                         if (time > self.strength_finished)
1469                         {
1470                                 self.items = self.items - (self.items & IT_STRENGTH);
1471                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_STRENGTH, self.netname);
1472                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1473                         }
1474                 }
1475                 else
1476                 {
1477                         if (time < self.strength_finished)
1478                         {
1479                                 self.items = self.items | IT_STRENGTH;
1480                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_STRENGTH, self.netname);
1481                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1482                         }
1483                 }
1484                 if (self.items & IT_INVINCIBLE)
1485                 {
1486                         play_countdown(self.invincible_finished, "misc/poweroff.wav");
1487                         self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1488                         if (time > self.invincible_finished)
1489                         {
1490                                 self.items = self.items - (self.items & IT_INVINCIBLE);
1491                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERDOWN_SHIELD, self.netname);
1492                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1493                         }
1494                 }
1495                 else
1496                 {
1497                         if (time < self.invincible_finished)
1498                         {
1499                                 self.items = self.items | IT_INVINCIBLE;
1500                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_POWERUP_SHIELD, self.netname);
1501                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_POWERUP_SHIELD);
1502                         }
1503                 }
1504                 if (self.items & IT_SUPERWEAPON)
1505                 {
1506                         if (!(self.weapons & WEPSET_SUPERWEAPONS))
1507                         {
1508                                 self.superweapons_finished = 0;
1509                                 self.items = self.items - (self.items & IT_SUPERWEAPON);
1510                                 //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_LOST, self.netname);
1511                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1512                         }
1513                         else if (self.items & IT_UNLIMITED_SUPERWEAPONS)
1514                         {
1515                                 // don't let them run out
1516                         }
1517                         else
1518                         {
1519                                 play_countdown(self.superweapons_finished, "misc/poweroff.wav");
1520                                 if (time > self.superweapons_finished)
1521                                 {
1522                                         self.items = self.items - (self.items & IT_SUPERWEAPON);
1523                                         self.weapons &= ~WEPSET_SUPERWEAPONS;
1524                                         //Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_BROKEN, self.netname);
1525                                         Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1526                                 }
1527                         }
1528                 }
1529                 else if(self.weapons & WEPSET_SUPERWEAPONS)
1530                 {
1531                         if (time < self.superweapons_finished || (self.items & IT_UNLIMITED_SUPERWEAPONS))
1532                         {
1533                                 self.items = self.items | IT_SUPERWEAPON;
1534                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_SUPERWEAPON_PICKUP, self.netname);
1535                                 Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1536                         }
1537                         else
1538                         {
1539                                 self.superweapons_finished = 0;
1540                                 self.weapons &= ~WEPSET_SUPERWEAPONS;
1541                         }
1542                 }
1543                 else
1544                 {
1545                         self.superweapons_finished = 0;
1546                 }
1547         }
1548
1549         if(autocvar_g_nodepthtestplayers)
1550                 self.effects = self.effects | EF_NODEPTHTEST;
1551
1552         if(autocvar_g_fullbrightplayers)
1553                 self.effects = self.effects | EF_FULLBRIGHT;
1554
1555         if (time >= game_starttime)
1556         if (time < self.spawnshieldtime)
1557                 self.effects = self.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1558
1559         MUTATOR_CALLHOOK(PlayerPowerups);
1560 }
1561
1562 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1563 {
1564         if(current > stable)
1565                 return current;
1566         else if(current > stable - 0.25) // when close enough, "snap"
1567                 return stable;
1568         else
1569                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1570 }
1571
1572 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1573 {
1574         if(current < stable)
1575                 return current;
1576         else if(current < stable + 0.25) // when close enough, "snap"
1577                 return stable;
1578         else
1579                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1580 }
1581
1582 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1583 {
1584         if(current > rotstable)
1585         {
1586                 if(rotframetime > 0)
1587                 {
1588                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1589                         current = max(rotstable, current - rotlinear * rotframetime);
1590                 }
1591         }
1592         else if(current < regenstable)
1593         {
1594                 if(regenframetime > 0)
1595                 {
1596                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1597                         current = min(regenstable, current + regenlinear * regenframetime);
1598                 }
1599         }
1600
1601         if(current > limit)
1602                 current = limit;
1603
1604         return current;
1605 }
1606
1607 void player_regen (void)
1608 {
1609         float max_mod, regen_mod, rot_mod, limit_mod;
1610         max_mod = regen_mod = rot_mod = limit_mod = 1;
1611         regen_mod_max = max_mod;
1612         regen_mod_regen = regen_mod;
1613         regen_mod_rot = rot_mod;
1614         regen_mod_limit = limit_mod;
1615         if(!MUTATOR_CALLHOOK(PlayerRegen))
1616         if(!self.frozen)
1617         {
1618                 float minh, mina, maxh, maxa, limith, limita;
1619                 maxh = autocvar_g_balance_health_rotstable;
1620                 maxa = autocvar_g_balance_armor_rotstable;
1621                 minh = autocvar_g_balance_health_regenstable;
1622                 mina = autocvar_g_balance_armor_regenstable;
1623                 limith = autocvar_g_balance_health_limit;
1624                 limita = autocvar_g_balance_armor_limit;
1625
1626                 max_mod = regen_mod_max;
1627                 regen_mod = regen_mod_regen;
1628                 rot_mod = regen_mod_rot;
1629                 limit_mod = regen_mod_limit;
1630
1631                 maxh = maxh * max_mod;
1632                 minh = minh * max_mod;
1633                 limith = limith * limit_mod;
1634                 limita = limita * limit_mod;
1635
1636                 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);
1637                 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);
1638         }
1639
1640         // if player rotted to death...  die!
1641         // check this outside above checks, as player may still be able to rot to death
1642         if(self.health < 1)
1643                 self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
1644
1645         if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
1646         {
1647                 float minf, maxf, limitf;
1648
1649                 maxf = autocvar_g_balance_fuel_rotstable;
1650                 minf = autocvar_g_balance_fuel_regenstable;
1651                 limitf = autocvar_g_balance_fuel_limit;
1652
1653                 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);
1654         }
1655 }
1656
1657 float zoomstate_set;
1658 void SetZoomState(float z)
1659 {
1660         if(z != self.zoomstate)
1661         {
1662                 self.zoomstate = z;
1663                 ClientData_Touch(self);
1664         }
1665         zoomstate_set = 1;
1666 }
1667
1668 void GetPressedKeys(void) {
1669         MUTATOR_CALLHOOK(GetPressedKeys);
1670         if (self.movement.x > 0) // get if movement keys are pressed
1671         {       // forward key pressed
1672                 self.pressedkeys |= KEY_FORWARD;
1673                 self.pressedkeys &= ~KEY_BACKWARD;
1674         }
1675         else if (self.movement.x < 0)
1676         {       // backward key pressed
1677                 self.pressedkeys |= KEY_BACKWARD;
1678                 self.pressedkeys &= ~KEY_FORWARD;
1679         }
1680         else
1681         {       // no x input
1682                 self.pressedkeys &= ~KEY_FORWARD;
1683                 self.pressedkeys &= ~KEY_BACKWARD;
1684         }
1685
1686         if (self.movement.y > 0)
1687         {       // right key pressed
1688                 self.pressedkeys |= KEY_RIGHT;
1689                 self.pressedkeys &= ~KEY_LEFT;
1690         }
1691         else if (self.movement.y < 0)
1692         {       // left key pressed
1693                 self.pressedkeys |= KEY_LEFT;
1694                 self.pressedkeys &= ~KEY_RIGHT;
1695         }
1696         else
1697         {       // no y input
1698                 self.pressedkeys &= ~KEY_RIGHT;
1699                 self.pressedkeys &= ~KEY_LEFT;
1700         }
1701
1702         if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
1703                 self.pressedkeys |= KEY_JUMP;
1704         else
1705                 self.pressedkeys &= ~KEY_JUMP;
1706         if (self.BUTTON_CROUCH)
1707                 self.pressedkeys |= KEY_CROUCH;
1708         else
1709                 self.pressedkeys &= ~KEY_CROUCH;
1710
1711         if (self.BUTTON_ATCK)
1712                 self.pressedkeys |= KEY_ATCK;
1713         else
1714                 self.pressedkeys &= ~KEY_ATCK;
1715         if (self.BUTTON_ATCK2)
1716                 self.pressedkeys |= KEY_ATCK2;
1717         else
1718                 self.pressedkeys &= ~KEY_ATCK2;
1719 }
1720
1721 /*
1722 ======================
1723 spectate mode routines
1724 ======================
1725 */
1726
1727 void SpectateCopy(entity spectatee) {
1728         other = spectatee;
1729         MUTATOR_CALLHOOK(SpectateCopy);
1730         self.armortype = spectatee.armortype;
1731         self.armorvalue = spectatee.armorvalue;
1732         self.ammo_cells = spectatee.ammo_cells;
1733         self.ammo_plasma = spectatee.ammo_plasma;
1734         self.ammo_shells = spectatee.ammo_shells;
1735         self.ammo_nails = spectatee.ammo_nails;
1736         self.ammo_rockets = spectatee.ammo_rockets;
1737         self.ammo_fuel = spectatee.ammo_fuel;
1738         self.clip_load = spectatee.clip_load;
1739         self.clip_size = spectatee.clip_size;
1740         self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1741         self.health = spectatee.health;
1742         self.impulse = 0;
1743         self.items = spectatee.items;
1744         self.last_pickup = spectatee.last_pickup;
1745         self.hit_time = spectatee.hit_time;
1746         self.metertime = spectatee.metertime;
1747         self.strength_finished = spectatee.strength_finished;
1748         self.invincible_finished = spectatee.invincible_finished;
1749         self.pressedkeys = spectatee.pressedkeys;
1750         self.weapons = spectatee.weapons;
1751         self.switchweapon = spectatee.switchweapon;
1752         self.switchingweapon = spectatee.switchingweapon;
1753         self.weapon = spectatee.weapon;
1754         self.vortex_charge = spectatee.vortex_charge;
1755         self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1756         self.hagar_load = spectatee.hagar_load;
1757         self.arc_heat_percent = spectatee.arc_heat_percent;
1758         self.minelayer_mines = spectatee.minelayer_mines;
1759         self.punchangle = spectatee.punchangle;
1760         self.view_ofs = spectatee.view_ofs;
1761         self.velocity = spectatee.velocity;
1762         self.dmg_take = spectatee.dmg_take;
1763         self.dmg_save = spectatee.dmg_save;
1764         self.dmg_inflictor = spectatee.dmg_inflictor;
1765         self.v_angle = spectatee.v_angle;
1766         self.angles = spectatee.v_angle;
1767         self.frozen = spectatee.frozen;
1768         self.revive_progress = spectatee.revive_progress;
1769         if(!self.BUTTON_USE)
1770                 self.fixangle = true;
1771         setorigin(self, spectatee.origin);
1772         setsize(self, spectatee.mins, spectatee.maxs);
1773         SetZoomState(spectatee.zoomstate);
1774
1775     anticheat_spectatecopy(spectatee);
1776         self.hud = spectatee.hud;
1777         if(spectatee.vehicle)
1778     {
1779         self.fixangle = false;
1780         //self.velocity = spectatee.vehicle.velocity;
1781         self.vehicle_health = spectatee.vehicle_health;
1782         self.vehicle_shield = spectatee.vehicle_shield;
1783         self.vehicle_energy = spectatee.vehicle_energy;
1784         self.vehicle_ammo1 = spectatee.vehicle_ammo1;
1785         self.vehicle_ammo2 = spectatee.vehicle_ammo2;
1786         self.vehicle_reload1 = spectatee.vehicle_reload1;
1787         self.vehicle_reload2 = spectatee.vehicle_reload2;
1788
1789         msg_entity = self;
1790
1791         WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1792             WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1793             WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1794             WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1795
1796         //WriteByte (MSG_ONE, SVC_SETVIEW);
1797         //    WriteEntity(MSG_ONE, self);
1798         //makevectors(spectatee.v_angle);
1799         //setorigin(self, spectatee.origin - v_forward * 400 + v_up * 300);*/
1800     }
1801 }
1802
1803 float SpectateUpdate()
1804 {
1805         if(!self.enemy)
1806             return 0;
1807
1808         if(!IS_PLAYER(self.enemy) || self == self.enemy)
1809         {
1810                 SetSpectator(self, world);
1811                 return 0;
1812         }
1813
1814         SpectateCopy(self.enemy);
1815
1816         return 1;
1817 }
1818
1819 float SpectateSet()
1820 {
1821         if(self.enemy.classname != "player")
1822                 return false;
1823         /*if(self.enemy.vehicle)
1824         {
1825
1826                 msg_entity = self;
1827                 WriteByte(MSG_ONE, SVC_SETVIEW);
1828                 WriteEntity(MSG_ONE, self.enemy);
1829                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1830
1831                 self.movetype = MOVETYPE_NONE;
1832                 accuracy_resend(self);
1833         }
1834         else
1835         {*/
1836                 msg_entity = self;
1837                 WriteByte(MSG_ONE, SVC_SETVIEW);
1838                 WriteEntity(MSG_ONE, self.enemy);
1839                 //stuffcmd(self, "set viewsize $tmpviewsize \n");
1840                 self.movetype = MOVETYPE_NONE;
1841                 accuracy_resend(self);
1842
1843                 if(!SpectateUpdate())
1844                         PutObserverInServer();
1845         //}
1846         return true;
1847 }
1848
1849 void SetSpectator(entity player, entity spectatee)
1850 {
1851         entity old_spectatee = player.enemy;
1852
1853         player.enemy = spectatee;
1854
1855         // WEAPONTODO
1856         // these are required to fix the spectator bug with arc
1857         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1858         if(player.enemy && player.enemy.arc_beam) { player.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1859 }
1860
1861 float Spectate(entity pl)
1862 {
1863         if(g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1864         if(pl.team != self.team)
1865                 return 0;
1866
1867         SetSpectator(self, pl);
1868         return SpectateSet();
1869 }
1870
1871 // Returns next available player to spectate if g_ca_spectate_enemies == 0
1872 entity CA_SpectateNext(entity start) {
1873         if (start.team == self.team) {
1874                 return start;
1875         }
1876
1877         other = start;
1878         // continue from current player
1879         while(other && other.team != self.team) {
1880                 other = find(other, classname, "player");
1881         }
1882
1883         if (!other) {
1884                 // restart from begining
1885                 other = find(other, classname, "player");
1886                 while(other && other.team != self.team) {
1887                         other = find(other, classname, "player");
1888                 }
1889         }
1890
1891         return other;
1892 }
1893
1894 float SpectateNext()
1895 {
1896         other = find(self.enemy, classname, "player");
1897
1898         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer) {
1899                 // CA and ca players when spectating enemies is forbidden
1900                 other = CA_SpectateNext(other);
1901         } else {
1902                 // other modes and ca spectators or spectating enemies is allowed
1903                 if (!other)
1904                         other = find(other, classname, "player");
1905         }
1906
1907         if(other) { SetSpectator(self, other); }
1908
1909         return SpectateSet();
1910 }
1911
1912 float SpectatePrev()
1913 {
1914         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1915         other = findchain(classname, "player");
1916         if (!other) // no player
1917                 return false;
1918
1919         entity first = other;
1920         // skip players until current spectated player
1921         if(self.enemy)
1922         while(other && other != self.enemy)
1923                 other = other.chain;
1924
1925         if (g_ca && !autocvar_g_ca_spectate_enemies && self.caplayer)
1926         {
1927                 do { other = other.chain; }
1928                 while(other && other.team != self.team);
1929
1930                 if (!other)
1931                 {
1932                         other = first;
1933                         while(other.team != self.team)
1934                                 other = other.chain;
1935                         if(other == self.enemy)
1936                                 return true;
1937                 }
1938         }
1939         else
1940         {
1941                 if(other.chain)
1942                         other = other.chain;
1943                 else
1944                         other = first;
1945         }
1946         SetSpectator(self, other);
1947         return SpectateSet();
1948 }
1949
1950 /*
1951 =============
1952 ShowRespawnCountdown()
1953
1954 Update a respawn countdown display.
1955 =============
1956 */
1957 void ShowRespawnCountdown()
1958 {
1959         float number;
1960         if(self.deadflag == DEAD_NO) // just respawned?
1961                 return;
1962         else
1963         {
1964                 number = ceil(self.respawn_time - time);
1965                 if(number <= 0)
1966                         return;
1967                 if(number <= self.respawn_countdown)
1968                 {
1969                         self.respawn_countdown = number - 1;
1970                         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
1971                                 { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1972                 }
1973         }
1974 }
1975
1976 void LeaveSpectatorMode()
1977 {
1978         if(self.caplayer)
1979                 return;
1980         if(nJoinAllowed(self))
1981         {
1982                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
1983                 {
1984                         self.classname = "player";
1985                         nades_RemoveBonus(self);
1986
1987                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1988                                 { JoinBestTeam(self, false, true); }
1989
1990                         if(autocvar_g_campaign)
1991                                 { campaign_bots_may_start = 1; }
1992
1993                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_PREVENT_JOIN);
1994
1995                         PutClientInServer();
1996
1997                         if(IS_PLAYER(self)) { Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_PLAY, self.netname); }
1998                 }
1999                 else
2000                         stuffcmd(self, "menu_showteamselect\n");
2001         }
2002         else
2003         {
2004                 // Player may not join because g_maxplayers is set
2005                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_JOIN_PREVENT);
2006         }
2007 }
2008
2009 /**
2010  * Determines whether the player is allowed to join. This depends on cvar
2011  * g_maxplayers, if it isn't used this function always return true, otherwise
2012  * it checks whether the number of currently playing players exceeds g_maxplayers.
2013  * @return int number of free slots for players, 0 if none
2014  */
2015 float nJoinAllowed(entity ignore) {
2016         if(!ignore)
2017         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2018         // so report 0 free slots if restricted
2019         {
2020                 if(autocvar_g_forced_team_otherwise == "spectate")
2021                         return 0;
2022                 if(autocvar_g_forced_team_otherwise == "spectator")
2023                         return 0;
2024         }
2025
2026         if(self.team_forced < 0)
2027                 return 0; // forced spectators can never join
2028
2029         // TODO simplify this
2030         entity e;
2031         float totalClients = 0;
2032         FOR_EACH_CLIENT(e)
2033                 if(e != ignore)
2034                         totalClients += 1;
2035
2036         if (!autocvar_g_maxplayers)
2037                 return maxclients - totalClients;
2038
2039         float currentlyPlaying = 0;
2040         FOR_EACH_REALCLIENT(e)
2041                 if(IS_PLAYER(e) || e.caplayer)
2042                         currentlyPlaying += 1;
2043
2044         if(currentlyPlaying < autocvar_g_maxplayers)
2045                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2046
2047         return 0;
2048 }
2049
2050 /**
2051  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2052  * g_maxplayers_spectator_blocktime seconds
2053  */
2054 void checkSpectatorBlock() {
2055         if(IS_SPEC(self) || IS_OBSERVER(self))
2056         if(!self.caplayer)
2057         if(IS_REAL_CLIENT(self))
2058         {
2059                 if( time > (self.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2060                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2061                         dropclient(self);
2062                 }
2063         }
2064 }
2065
2066 void PrintWelcomeMessage()
2067 {
2068         if(self.motd_actived_time == 0)
2069         {
2070                 if (autocvar_g_campaign) {
2071                         if ((IS_PLAYER(self) && self.BUTTON_INFO) || (!IS_PLAYER(self))) {
2072                                 self.motd_actived_time = time;
2073                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, campaign_message);
2074                         }
2075                 } else {
2076                         if (self.BUTTON_INFO) {
2077                                 self.motd_actived_time = time;
2078                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
2079                         }
2080                 }
2081         }
2082         else if(self.motd_actived_time > 0) // showing MOTD or campaign message
2083         {
2084                 if (autocvar_g_campaign) {
2085                         if (self.BUTTON_INFO)
2086                                 self.motd_actived_time = time;
2087                         else if ((time - self.motd_actived_time > 2) && IS_PLAYER(self)) { // hide it some seconds after BUTTON_INFO has been released
2088                                 self.motd_actived_time = 0;
2089                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2090                         }
2091                 } else {
2092                         if (self.BUTTON_INFO)
2093                                 self.motd_actived_time = time;
2094                         else if (time - self.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2095                                 self.motd_actived_time = 0;
2096                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2097                         }
2098                 }
2099         }
2100         else //if(self.motd_actived_time < 0) // just connected, motd is active
2101         {
2102                 if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
2103                         self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2104                 else if(self.motd_actived_time == -2 || IS_PLAYER(self))
2105                 {
2106                         // instanctly hide MOTD
2107                         self.motd_actived_time = 0;
2108                         Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_MOTD);
2109                 }
2110         }
2111 }
2112
2113 void ObserverThink()
2114 {
2115         if ( self.impulse )
2116         {
2117                 MinigameImpulse(self.impulse);
2118                 self.impulse = 0;
2119         }
2120         float prefered_movetype;
2121         if (self.flags & FL_JUMPRELEASED) {
2122                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2123                         self.flags &= ~FL_JUMPRELEASED;
2124                         self.flags |= FL_SPAWNING;
2125                 } else if(self.BUTTON_ATCK && !self.version_mismatch) {
2126                         self.flags &= ~FL_JUMPRELEASED;
2127                         if(SpectateNext()) {
2128                                 self.classname = "spectator";
2129                         }
2130                 } else {
2131                         prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2132                         if (self.movetype != prefered_movetype)
2133                                 self.movetype = prefered_movetype;
2134                 }
2135         } else {
2136                 if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {
2137                         self.flags |= FL_JUMPRELEASED;
2138                         if(self.flags & FL_SPAWNING)
2139                         {
2140                                 self.flags &= ~FL_SPAWNING;
2141                                 LeaveSpectatorMode();
2142                                 return;
2143                         }
2144                 }
2145         }
2146 }
2147
2148 void SpectatorThink()
2149 {
2150         if ( self.impulse )
2151         {
2152                 MinigameImpulse(self.impulse);
2153                 self.impulse = 0;
2154         }
2155         if (self.flags & FL_JUMPRELEASED) {
2156                 if (self.BUTTON_JUMP && !self.version_mismatch) {
2157                         self.flags &= ~FL_JUMPRELEASED;
2158                         self.flags |= FL_SPAWNING;
2159                 } else if(self.BUTTON_ATCK || self.impulse == 10 || self.impulse == 15 || self.impulse == 18 || (self.impulse >= 200 && self.impulse <= 209)) {
2160                         self.flags &= ~FL_JUMPRELEASED;
2161                         if(SpectateNext()) {
2162                                 self.classname = "spectator";
2163                         } else {
2164                                 self.classname = "observer";
2165                                 PutClientInServer();
2166                         }
2167                         self.impulse = 0;
2168                 } else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19 || (self.impulse >= 220 && self.impulse <= 229)) {
2169                         self.flags &= ~FL_JUMPRELEASED;
2170                         if(SpectatePrev()) {
2171                                 self.classname = "spectator";
2172                         } else {
2173                                 self.classname = "observer";
2174                                 PutClientInServer();
2175                         }
2176                         self.impulse = 0;
2177                 } else if (self.BUTTON_ATCK2) {
2178                         self.flags &= ~FL_JUMPRELEASED;
2179                         self.classname = "observer";
2180                         PutClientInServer();
2181                 } else {
2182                         if(!SpectateUpdate())
2183                                 PutObserverInServer();
2184                 }
2185         } else {
2186                 if (!(self.BUTTON_ATCK || self.BUTTON_ATCK2)) {
2187                         self.flags |= FL_JUMPRELEASED;
2188                         if(self.flags & FL_SPAWNING)
2189                         {
2190                                 self.flags &= ~FL_SPAWNING;
2191                                 LeaveSpectatorMode();
2192                                 return;
2193                         }
2194                 }
2195                 if(!SpectateUpdate())
2196                         PutObserverInServer();
2197         }
2198
2199         self.flags |= FL_CLIENT | FL_NOTARGET;
2200 }
2201
2202 void PlayerUseKey()
2203 {
2204         if (!IS_PLAYER(self))
2205                 return;
2206
2207         if(self.vehicle)
2208         {
2209         vehicles_exit(VHEF_NORMAL);
2210         return;
2211         }
2212
2213         // a use key was pressed; call handlers
2214         MUTATOR_CALLHOOK(PlayerUseKey);
2215 }
2216
2217 float isInvisibleString(string s)
2218 {
2219         float i, n, c;
2220         s = strdecolorize(s);
2221         for((i = 0), (n = strlen(s)); i < n; ++i)
2222         {
2223                 c = str2chr(s, i);
2224                 switch(c)
2225                 {
2226                         case 0:
2227                         case 32: // space
2228                                 break;
2229                         case 192: // charmap space
2230                                 if (!autocvar_utf8_enable)
2231                                         break;
2232                                 return false;
2233                         case 160: // space in unicode fonts
2234                         case 0xE000 + 192: // utf8 charmap space
2235                                 if (autocvar_utf8_enable)
2236                                         break;
2237                         default:
2238                                 return false;
2239                 }
2240         }
2241         return true;
2242 }
2243
2244 /*
2245 =============
2246 PlayerPreThink
2247
2248 Called every frame for each client before the physics are run
2249 =============
2250 */
2251 .float usekeypressed;
2252 void() nexball_setstatus;
2253 .int items_added;
2254 void PlayerPreThink (void)
2255 {
2256         WarpZone_PlayerPhysics_FixVAngle();
2257
2258         self.stat_game_starttime = game_starttime;
2259         self.stat_round_starttime = round_starttime;
2260         self.stat_allow_oldvortexbeam = autocvar_g_allow_oldvortexbeam;
2261         self.stat_leadlimit = autocvar_leadlimit;
2262
2263         if(frametime)
2264         {
2265                 // physics frames: update anticheat stuff
2266                 anticheat_prethink();
2267         }
2268
2269         if(blockSpectators && frametime)
2270                 // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2271                 checkSpectatorBlock();
2272
2273         zoomstate_set = 0;
2274
2275         // Savage: Check for nameless players
2276         if (isInvisibleString(self.netname)) {
2277                 string new_name = strzone(strcat("Player@", self.netaddress));
2278                 if(autocvar_sv_eventlog)
2279                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", new_name));
2280                 if(self.netname_previous)
2281                         strunzone(self.netname_previous);
2282                 self.netname_previous = strzone(new_name);
2283                 self.netname = self.netname_previous;
2284                 // stuffcmd(self, strcat("name ", self.netname, "\n"));
2285         } else if(self.netname_previous != self.netname) {
2286                 if(autocvar_sv_eventlog)
2287                         GameLogEcho(strcat(":name:", ftos(self.playerid), ":", self.netname));
2288                 if(self.netname_previous)
2289                         strunzone(self.netname_previous);
2290                 self.netname_previous = strzone(self.netname);
2291         }
2292
2293         // version nagging
2294         if(self.version_nagtime)
2295                 if(self.cvar_g_xonoticversion)
2296                         if(time > self.version_nagtime)
2297                         {
2298                                 // don't notify git users
2299                                 if(strstr(self.cvar_g_xonoticversion, "git", 0) < 0 && strstr(self.cvar_g_xonoticversion, "autobuild", 0) < 0)
2300                                 {
2301                                         if(strstr(autocvar_g_xonoticversion, "git", 0) >= 0 || strstr(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2302                                         {
2303                                                 // notify release users if connecting to git
2304                                                 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");
2305                                                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2306                                         }
2307                                         else
2308                                         {
2309                                                 float r;
2310                                                 r = vercmp(self.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2311                                                 if(r < 0)
2312                                                 {
2313                                                         // give users new version
2314                                                         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");
2315                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2316                                                 }
2317                                                 else if(r > 0)
2318                                                 {
2319                                                         // notify users about old server version
2320                                                         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");
2321                                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, self.cvar_g_xonoticversion);
2322                                                 }
2323                                         }
2324                                 }
2325                                 self.version_nagtime = 0;
2326                         }
2327
2328         // GOD MODE info
2329         if(!(self.flags & FL_GODMODE)) if(self.max_armorvalue)
2330         {
2331                 Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_GODMODE_OFF, self.max_armorvalue);
2332                 self.max_armorvalue = 0;
2333         }
2334
2335         if(self.frozen == 2)
2336         {
2337                 self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
2338                 self.health = max(1, self.revive_progress * start_health);
2339                 self.iceblock.alpha = bound(0.2, 1 - self.revive_progress, 1);
2340
2341                 if(self.revive_progress >= 1)
2342                         Unfreeze(self);
2343         }
2344         else if(self.frozen == 3)
2345         {
2346                 self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
2347                 self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
2348
2349                 if(self.health < 1)
2350                 {
2351                         if(self.vehicle)
2352                                 vehicles_exit(VHEF_RELESE);
2353                         self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
2354                 }
2355                 else if ( self.revive_progress <= 0 )
2356                         Unfreeze(self);
2357         }
2358
2359         MUTATOR_CALLHOOK(PlayerPreThink);
2360
2361         if(!self.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2362         {
2363                 if(self.BUTTON_USE && !self.usekeypressed)
2364                         PlayerUseKey();
2365                 self.usekeypressed = self.BUTTON_USE;
2366         }
2367
2368         if(IS_REAL_CLIENT(self))
2369                 PrintWelcomeMessage();
2370
2371         if(IS_PLAYER(self))
2372         {
2373
2374                 CheckRules_Player();
2375
2376                 if (intermission_running)
2377                 {
2378                         IntermissionThink ();   // otherwise a button could be missed between
2379                         return;                                 // the think tics
2380                 }
2381
2382                 //don't allow the player to turn around while game is paused!
2383                 if(timeout_status == TIMEOUT_ACTIVE) {
2384                         // FIXME turn this into CSQC stuff
2385                         self.v_angle = self.lastV_angle;
2386                         self.angles = self.lastV_angle;
2387                         self.fixangle = true;
2388                 }
2389
2390                 if(frametime)
2391                 {
2392                         if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
2393                         {
2394                                 self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2395                                 self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2396                                 self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
2397
2398                                 if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
2399                                 {
2400                                         self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2401                                         self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2402                                         self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
2403                                 }
2404                         }
2405                         else
2406                                 self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
2407
2408                         player_powerups();
2409                 }
2410
2411                 if (self.deadflag != DEAD_NO)
2412                 {
2413                         if(self.personal && g_race_qualifying)
2414                         {
2415                                 if(time > self.respawn_time)
2416                                 {
2417                                         self.respawn_time = time + 1; // only retry once a second
2418                                         self.stat_respawn_time = self.respawn_time;
2419                                         respawn();
2420                                         self.impulse = 141;
2421                                 }
2422                         }
2423                         else
2424                         {
2425                                 float button_pressed;
2426                                 if(frametime)
2427                                         player_anim();
2428                                 button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_HOOK || self.BUTTON_USE);
2429
2430                                 if (self.deadflag == DEAD_DYING)
2431                                 {
2432                                         if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
2433                                                 self.deadflag = DEAD_RESPAWNING;
2434                                         else if(!button_pressed)
2435                                                 self.deadflag = DEAD_DEAD;
2436                                 }
2437                                 else if (self.deadflag == DEAD_DEAD)
2438                                 {
2439                                         if(button_pressed)
2440                                                 self.deadflag = DEAD_RESPAWNABLE;
2441                                         else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
2442                                                 self.deadflag = DEAD_RESPAWNING;
2443                                 }
2444                                 else if (self.deadflag == DEAD_RESPAWNABLE)
2445                                 {
2446                                         if(!button_pressed)
2447                                                 self.deadflag = DEAD_RESPAWNING;
2448                                 }
2449                                 else if (self.deadflag == DEAD_RESPAWNING)
2450                                 {
2451                                         if(time > self.respawn_time)
2452                                         {
2453                                                 self.respawn_time = time + 1; // only retry once a second
2454                                                 self.respawn_time_max = self.respawn_time;
2455                                                 respawn();
2456                                         }
2457                                 }
2458
2459                                 ShowRespawnCountdown();
2460
2461                                 if(self.respawn_flags & RESPAWN_SILENT)
2462                                         self.stat_respawn_time = 0;
2463                                 else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
2464                                         self.stat_respawn_time = self.respawn_time_max;
2465                                 else
2466                                         self.stat_respawn_time = self.respawn_time;
2467                         }
2468
2469                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2470                         if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)
2471                                 self.stat_respawn_time *= -1;
2472
2473                         return;
2474                 }
2475
2476                 self.prevorigin = self.origin;
2477
2478                 float do_crouch = self.BUTTON_CROUCH;
2479                 if(self.hook.state)
2480                         do_crouch = 0;
2481                 if(self.vehicle)
2482                         do_crouch = 0;
2483                 if(self.frozen)
2484                         do_crouch = 0;
2485
2486                 // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
2487                 // It cannot be predicted by the engine!
2488                 if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
2489                         do_crouch = 0;
2490
2491                 if (do_crouch)
2492                 {
2493                         if (!self.crouch)
2494                         {
2495                                 self.crouch = true;
2496                                 self.view_ofs = PL_CROUCH_VIEW_OFS;
2497                                 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
2498                                 // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
2499                         }
2500                 }
2501                 else
2502                 {
2503                         if (self.crouch)
2504                         {
2505                                 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
2506                                 if (!trace_startsolid)
2507                                 {
2508                                         self.crouch = false;
2509                                         self.view_ofs = PL_VIEW_OFS;
2510                                         setsize (self, PL_MIN, PL_MAX);
2511                                 }
2512                         }
2513                 }
2514
2515                 FixPlayermodel();
2516
2517                 GrapplingHookFrame();
2518
2519                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2520                 //if(frametime)
2521                 {
2522                         self.items &= ~self.items_added;
2523
2524                         W_WeaponFrame();
2525
2526                         self.items_added = 0;
2527                         if(self.items & IT_JETPACK)
2528                                 if(self.items & IT_FUEL_REGEN || self.ammo_fuel >= 0.01)
2529                                         self.items_added |= IT_FUEL;
2530
2531                         self.items |= self.items_added;
2532                 }
2533
2534                 player_regen();
2535
2536                 // WEAPONTODO: Add a weapon request for this
2537                 // rot vortex charge to the charge limit
2538                 if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
2539                         self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2540
2541                 if(frametime)
2542                         player_anim();
2543
2544                 // secret status
2545                 secrets_setstatus();
2546
2547                 // monsters status
2548                 monsters_setstatus();
2549
2550                 self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2551
2552                 //self.angles_y=self.v_angle_y + 90;   // temp
2553         } else if(gameover) {
2554                 if (intermission_running)
2555                         IntermissionThink ();   // otherwise a button could be missed between
2556                 return;
2557         } else if(IS_OBSERVER(self)) {
2558                 ObserverThink();
2559         } else if(IS_SPEC(self)) {
2560                 SpectatorThink();
2561         }
2562
2563         // WEAPONTODO: Add weapon request for this
2564         if(!zoomstate_set)
2565                 SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
2566
2567         float oldspectatee_status;
2568         oldspectatee_status = self.spectatee_status;
2569         if(IS_SPEC(self))
2570                 self.spectatee_status = num_for_edict(self.enemy);
2571         else if(IS_OBSERVER(self))
2572                 self.spectatee_status = num_for_edict(self);
2573         else
2574                 self.spectatee_status = 0;
2575         if(self.spectatee_status != oldspectatee_status)
2576         {
2577                 ClientData_Touch(self);
2578         }
2579
2580         if(self.teamkill_soundtime)
2581         if(time > self.teamkill_soundtime)
2582         {
2583                 self.teamkill_soundtime = 0;
2584
2585                 entity oldpusher, oldself;
2586
2587                 oldself = self; self = self.teamkill_soundsource;
2588                 oldpusher = self.pusher; self.pusher = oldself;
2589
2590                 PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
2591
2592                 self.pusher = oldpusher;
2593                 self = oldself;
2594         }
2595
2596         if(self.taunt_soundtime)
2597         if(time > self.taunt_soundtime)
2598         {
2599                 self.taunt_soundtime = 0;
2600                 PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
2601         }
2602
2603         target_voicescript_next(self);
2604
2605         // WEAPONTODO: Move into weaponsystem somehow
2606         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2607         if(!self.weapon)
2608                 self.clip_load = self.clip_size = 0;
2609 }
2610
2611 /*
2612 =============
2613 PlayerPostThink
2614
2615 Called every frame for each client after the physics are run
2616 =============
2617 */
2618 .float idlekick_lasttimeleft;
2619 void PlayerPostThink (void)
2620 {
2621         if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2622         if(IS_PLAYER(self) || sv_maxidle_spectatorsareidle)
2623         {
2624                 if (time - self.parm_idlesince < 1) // instead of (time == self.parm_idlesince) to support sv_maxidle <= 10
2625                 {
2626                         if(self.idlekick_lasttimeleft)
2627                         {
2628                                 self.idlekick_lasttimeleft = 0;
2629                                 Kill_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER_CPID, CPID_IDLING);
2630                         }
2631                 }
2632                 else
2633                 {
2634                         float timeleft;
2635                         timeleft = ceil(sv_maxidle - (time - self.parm_idlesince));
2636                         if(timeleft == min(10, sv_maxidle - 1)) // - 1 to support sv_maxidle <= 10
2637                         {
2638                                 if(!self.idlekick_lasttimeleft)
2639                                         Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2640                         }
2641                         if(timeleft <= 0)
2642                         {
2643                                 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_KICK_IDLING, self.netname);
2644                                 dropclient(self);
2645                                 return;
2646                         }
2647                         else if(timeleft <= 10)
2648                         {
2649                                 if(timeleft != self.idlekick_lasttimeleft)
2650                                         { Send_Notification(NOTIF_ONE, self, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft)); }
2651                                 self.idlekick_lasttimeleft = timeleft;
2652                         }
2653                 }
2654         }
2655
2656         CheatFrame();
2657
2658         //CheckPlayerJump();
2659
2660         if(IS_PLAYER(self)) {
2661                 CheckRules_Player();
2662                 UpdateChatBubble();
2663                 if (self.impulse)
2664                         ImpulseCommands();
2665                 if (intermission_running)
2666                         return;         // intermission or finale
2667                 GetPressedKeys();
2668         }
2669
2670         /*
2671         float i;
2672         for(i = 0; i < 1000; ++i)
2673         {
2674                 vector end;
2675                 end = self.origin + '0 0 1024' + 512 * randomvec();
2676                 tracebox(self.origin, self.mins, self.maxs, end, MOVE_NORMAL, self);
2677                 if(trace_fraction < 1)
2678                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
2679                 {
2680                         print("I HIT SOLID: ", vtos(self.origin), " -> ", vtos(end), "\n");
2681                         break;
2682                 }
2683         }
2684         */
2685
2686         if(self.waypointsprite_attachedforcarrier)
2687                 WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
2688
2689         playerdemo_write();
2690
2691         CSQCMODEL_AUTOUPDATE();
2692 }