]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
f06f9ae652922f1b0a2b0a63fe23b0e7f2c994b0
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include "anticheat.qh"
4 #include "impulse.qh"
5 #include "player.qh"
6 #include "ipban.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
13 #include "g_hook.qh"
14 #include "command/common.qh"
15 #include "cheats.qh"
16 #include "g_world.qh"
17 #include "race.qh"
18 #include "antilag.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
22
23 #include "bot/api.qh"
24
25 #include "../common/ent_cs.qh"
26 #include <common/state.qh>
27
28 #include <common/effects/qc/globalsound.qh>
29
30 #include "../common/triggers/teleporters.qh"
31
32 #include "../common/vehicles/all.qh"
33
34 #include "weapons/hitplot.qh"
35 #include "weapons/weaponsystem.qh"
36
37 #include "../common/net_notice.qh"
38 #include "../common/physics/player.qh"
39
40 #include "../common/items/_mod.qh"
41
42 #include "../common/mutators/mutator/waypoints/all.qh"
43
44 #include "../common/triggers/subs.qh"
45 #include "../common/triggers/triggers.qh"
46 #include "../common/triggers/trigger/secret.qh"
47
48 #include "../common/minigames/sv_minigames.qh"
49
50 #include "../common/items/inventory.qh"
51
52 #include "../common/monsters/sv_monsters.qh"
53
54 #include "../lib/warpzone/server.qh"
55
56 STATIC_METHOD(Client, Add, void(Client this, int _team))
57 {
58     ClientConnect(this);
59     TRANSMUTE(Player, this);
60     this.frame = 12; // 7
61     this.team = _team;
62     PutClientInServer(this);
63 }
64
65 void PutObserverInServer(entity this);
66
67 STATIC_METHOD(Client, Remove, void(Client this))
68 {
69     TRANSMUTE(Observer, this);
70     PutClientInServer(this);
71     ClientDisconnect(this);
72 }
73
74 void send_CSQC_teamnagger() {
75         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
76 }
77
78 int CountSpectators(entity player, entity to)
79 {
80         if(!player) { return 0; } // not sure how, but best to be safe
81
82         int spec_count = 0;
83
84         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
85         {
86                 spec_count++;
87         });
88
89         return spec_count;
90 }
91
92 void WriteSpectators(entity player, entity to)
93 {
94         if(!player) { return; } // not sure how, but best to be safe
95
96         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
97         {
98                 WriteByte(MSG_ENTITY, num_for_edict(it));
99         });
100 }
101
102 bool ClientData_Send(entity this, entity to, int sf)
103 {
104         assert(to == this.owner, return false);
105
106         entity e = to;
107         if (IS_SPEC(e)) e = e.enemy;
108
109         sf = 0;
110         if (e.race_completed)       sf |= 1; // forced scoreboard
111         if (to.spectatee_status)    sf |= 2; // spectator ent number follows
112         if (e.zoomstate)            sf |= 4; // zoomed
113         if (e.porto_v_angle_held)   sf |= 8; // angles held
114         if (autocvar_sv_showspectators) sf |= 16; // show spectators
115
116         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
117         WriteByte(MSG_ENTITY, sf);
118
119         if (sf & 2)
120         {
121                 WriteByte(MSG_ENTITY, to.spectatee_status);
122         }
123         if (sf & 8)
124         {
125                 WriteAngle(MSG_ENTITY, e.v_angle.x);
126                 WriteAngle(MSG_ENTITY, e.v_angle.y);
127         }
128
129         if(sf & 16)
130         {
131                 float specs = CountSpectators(e, to);
132                 WriteByte(MSG_ENTITY, specs);
133                 WriteSpectators(e, to);
134         }
135
136         return true;
137 }
138
139 void ClientData_Attach(entity this)
140 {
141         Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
142         this.clientdata.drawonlytoclient = this;
143         this.clientdata.owner = this;
144 }
145
146 void ClientData_Detach(entity this)
147 {
148         delete(this.clientdata);
149         this.clientdata = NULL;
150 }
151
152 void ClientData_Touch(entity e)
153 {
154         e.clientdata.SendFlags = 1;
155
156         // make it spectatable
157         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
158 }
159
160 .string netname_previous;
161
162 void SetSpectatee(entity player, entity spectatee);
163
164
165 /*
166 =============
167 CheckPlayerModel
168
169 Checks if the argument string can be a valid playermodel.
170 Returns a valid one in doubt.
171 =============
172 */
173 string FallbackPlayerModel;
174 string CheckPlayerModel(string plyermodel) {
175         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
176         {
177                 // note: we cannot summon Don Strunzone here, some player may
178                 // still have the model string set. In case anyone manages how
179                 // to change a cvar default, we'll have a small leak here.
180                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
181         }
182         // only in right path
183         if( substring(plyermodel,0,14) != "models/player/")
184                 return FallbackPlayerModel;
185         // only good file extensions
186         if(substring(plyermodel,-4,4) != ".zym")
187         if(substring(plyermodel,-4,4) != ".dpm")
188         if(substring(plyermodel,-4,4) != ".iqm")
189         if(substring(plyermodel,-4,4) != ".md3")
190         if(substring(plyermodel,-4,4) != ".psk")
191                 return FallbackPlayerModel;
192         // forbid the LOD models
193         if(substring(plyermodel, -9,5) == "_lod1")
194                 return FallbackPlayerModel;
195         if(substring(plyermodel, -9,5) == "_lod2")
196                 return FallbackPlayerModel;
197         if(plyermodel != strtolower(plyermodel))
198                 return FallbackPlayerModel;
199         // also, restrict to server models
200         if(autocvar_sv_servermodelsonly)
201         {
202                 if(!fexists(plyermodel))
203                         return FallbackPlayerModel;
204         }
205         return plyermodel;
206 }
207
208 void setplayermodel(entity e, string modelname)
209 {
210         precache_model(modelname);
211         _setmodel(e, modelname);
212         player_setupanimsformodel(e);
213         if(!autocvar_g_debug_globalsounds)
214                 UpdatePlayerSounds(e);
215 }
216
217 void FixPlayermodel(entity player);
218 /** putting a client as observer in the server */
219 void PutObserverInServer(entity this)
220 {
221     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
222         PlayerState_detach(this);
223
224         if (IS_PLAYER(this) && this.health >= 1) {
225         // despawn effect
226                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
227     }
228
229     {
230         entity spot = SelectSpawnPoint(this, true);
231         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
232         this.angles = spot.angles;
233         this.angles_z = 0;
234         this.fixangle = true;
235         // offset it so that the spectator spawns higher off the ground, looks better this way
236         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
237         this.prevorigin = this.origin;
238         if (IS_REAL_CLIENT(this))
239         {
240             msg_entity = this;
241             WriteByte(MSG_ONE, SVC_SETVIEW);
242             WriteEntity(MSG_ONE, this);
243         }
244         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
245         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
246         if(!autocvar_g_debug_globalsounds)
247         {
248                 // needed for player sounds
249                 this.model = "";
250                 FixPlayermodel(this);
251         }
252         setmodel(this, MDL_Null);
253         setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
254         this.view_ofs = '0 0 0';
255     }
256
257     RemoveGrapplingHook(this);
258         Portal_ClearAll(this);
259         Unfreeze(this);
260         SetSpectatee(this, NULL);
261
262         if (this.alivetime)
263         {
264                 if (!warmup_stage)
265                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
266                 this.alivetime = 0;
267         }
268
269         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
270
271         WaypointSprite_PlayerDead(this);
272
273         if (mutator_returnvalue) {
274             // mutator prevents resetting teams+score
275         } else {
276                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
277         this.frags = FRAGS_SPECTATOR;
278         PlayerScore_Clear(this);  // clear scores when needed
279     }
280
281         if (this.killcount != FRAGS_SPECTATOR)
282         {
283                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
284                 if(!intermission_running)
285                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
286                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
287
288                 if(this.just_joined == false) {
289                         LogTeamchange(this.playerid, -1, 4);
290                 } else
291                         this.just_joined = false;
292         }
293
294         accuracy_resend(this);
295
296         this.spectatortime = time;
297         if(this.bot_attack)
298                 IL_REMOVE(g_bot_targets, this);
299         this.bot_attack = false;
300     this.hud = HUD_NORMAL;
301         TRANSMUTE(Observer, this);
302         this.iscreature = false;
303         this.teleportable = TELEPORT_SIMPLE;
304         this.damagedbycontents = false;
305         this.health = FRAGS_SPECTATOR;
306         this.takedamage = DAMAGE_NO;
307         this.solid = SOLID_NOT;
308         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
309         this.flags = FL_CLIENT | FL_NOTARGET;
310         this.armorvalue = 666;
311         this.effects = 0;
312         this.armorvalue = autocvar_g_balance_armor_start;
313         this.pauserotarmor_finished = 0;
314         this.pauserothealth_finished = 0;
315         this.pauseregen_finished = 0;
316         this.damageforcescale = 0;
317         this.death_time = 0;
318         this.respawn_flags = 0;
319         this.respawn_time = 0;
320         this.stat_respawn_time = 0;
321         this.alpha = 0;
322         this.scale = 0;
323         this.fade_time = 0;
324         this.pain_frame = 0;
325         this.pain_finished = 0;
326         this.strength_finished = 0;
327         this.invincible_finished = 0;
328         this.superweapons_finished = 0;
329         this.pushltime = 0;
330         this.istypefrag = 0;
331         setthink(this, func_null);
332         this.nextthink = 0;
333         this.hook_time = 0;
334         this.deadflag = DEAD_NO;
335         this.crouch = false;
336         this.revival_time = 0;
337
338         this.items = 0;
339         this.weapons = '0 0 0';
340         this.drawonlytoclient = this;
341
342         this.weaponname = "";
343         this.weaponmodel = "";
344         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
345         {
346                 this.weaponentities[slot] = NULL;
347         }
348         this.exteriorweaponentity = NULL;
349         this.killcount = FRAGS_SPECTATOR;
350         this.velocity = '0 0 0';
351         this.avelocity = '0 0 0';
352         this.punchangle = '0 0 0';
353         this.punchvector = '0 0 0';
354         this.oldvelocity = this.velocity;
355         this.fire_endtime = -1;
356         this.event_damage = func_null;
357
358         STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
359         STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
360         STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
361 }
362
363 int player_getspecies(entity this)
364 {
365         get_model_parameters(this.model, this.skin);
366         int s = get_model_parameters_species;
367         get_model_parameters(string_null, 0);
368         if (s < 0) return SPECIES_HUMAN;
369         return s;
370 }
371
372 .float model_randomizer;
373 void FixPlayermodel(entity player)
374 {
375         string defaultmodel = "";
376         int defaultskin = 0;
377         if(autocvar_sv_defaultcharacter)
378         {
379                 if(teamplay)
380                 {
381                         string s = Static_Team_ColorName_Lower(player.team);
382                         if (s != "neutral")
383                         {
384                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
385                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
386                         }
387                 }
388
389                 if(defaultmodel == "")
390                 {
391                         defaultmodel = autocvar_sv_defaultplayermodel;
392                         defaultskin = autocvar_sv_defaultplayerskin;
393                 }
394
395                 int n = tokenize_console(defaultmodel);
396                 if(n > 0)
397                 {
398                         defaultmodel = argv(floor(n * player.model_randomizer));
399                         // However, do NOT randomize if the player-selected model is in the list.
400                         for (int i = 0; i < n; ++i)
401                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
402                                         defaultmodel = argv(i);
403                 }
404
405                 int i = strstrofs(defaultmodel, ":", 0);
406                 if(i >= 0)
407                 {
408                         defaultskin = stof(substring(defaultmodel, i+1, -1));
409                         defaultmodel = substring(defaultmodel, 0, i);
410                 }
411         }
412         if(autocvar_sv_defaultcharacterskin && !defaultskin)
413         {
414                 if(teamplay)
415                 {
416                         string s = Static_Team_ColorName_Lower(player.team);
417                         if (s != "neutral")
418                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
419                 }
420
421                 if(!defaultskin)
422                         defaultskin = autocvar_sv_defaultplayerskin;
423         }
424
425         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
426         defaultmodel = M_ARGV(0, string);
427         defaultskin = M_ARGV(1, int);
428
429         bool chmdl = false;
430         int oldskin;
431         if(defaultmodel != "")
432         {
433                 if (defaultmodel != player.model)
434                 {
435                         vector m1 = player.mins;
436                         vector m2 = player.maxs;
437                         setplayermodel (player, defaultmodel);
438                         setsize (player, m1, m2);
439                         chmdl = true;
440                 }
441
442                 oldskin = player.skin;
443                 player.skin = defaultskin;
444         } else {
445                 if (player.playermodel != player.model || player.playermodel == "")
446                 {
447                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
448                         vector m1 = player.mins;
449                         vector m2 = player.maxs;
450                         setplayermodel (player, player.playermodel);
451                         setsize (player, m1, m2);
452                         chmdl = true;
453                 }
454
455                 if(!autocvar_sv_defaultcharacterskin)
456                 {
457                         oldskin = player.skin;
458                         player.skin = stof(player.playerskin);
459                 }
460                 else
461                 {
462                         oldskin = player.skin;
463                         player.skin = defaultskin;
464                 }
465         }
466
467         if(chmdl || oldskin != player.skin) // model or skin has changed
468         {
469                 player.species = player_getspecies(player); // update species
470                 if(!autocvar_g_debug_globalsounds)
471                         UpdatePlayerSounds(player); // update skin sounds
472         }
473
474         if(!teamplay)
475                 if(strlen(autocvar_sv_defaultplayercolors))
476                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
477                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
478 }
479
480
481 /** Called when a client spawns in the server */
482 void PutClientInServer(entity this)
483 {
484         if (IS_BOT_CLIENT(this)) {
485                 TRANSMUTE(Player, this);
486         } else if (IS_REAL_CLIENT(this)) {
487                 msg_entity = this;
488                 WriteByte(MSG_ONE, SVC_SETVIEW);
489                 WriteEntity(MSG_ONE, this);
490         }
491         if (gameover) {
492                 TRANSMUTE(Observer, this);
493         }
494
495         SetSpectatee(this, NULL);
496
497         // reset player keys
498         this.itemkeys = 0;
499
500         MUTATOR_CALLHOOK(PutClientInServer, this);
501
502         if (IS_OBSERVER(this)) {
503                 PutObserverInServer(this);
504         } else if (IS_PLAYER(this)) {
505                 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
506
507                 PlayerState_attach(this);
508                 accuracy_resend(this);
509
510                 if (this.team < 0)
511                         JoinBestTeam(this, false, true);
512
513                 entity spot = SelectSpawnPoint(this, false);
514                 if (!spot) {
515                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
516                         return; // spawn failed
517                 }
518
519                 TRANSMUTE(Player, this);
520                 this.wasplayer = true;
521                 this.iscreature = true;
522                 this.teleportable = TELEPORT_NORMAL;
523                 this.damagedbycontents = true;
524                 set_movetype(this, MOVETYPE_WALK);
525                 this.solid = SOLID_SLIDEBOX;
526                 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
527                 if (autocvar_g_playerclip_collisions)
528                         this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
529                 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
530                         this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
531                 this.frags = FRAGS_PLAYER;
532                 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
533                 this.flags = FL_CLIENT | FL_PICKUPITEMS;
534                 if (autocvar__notarget)
535                         this.flags |= FL_NOTARGET;
536                 this.takedamage = DAMAGE_AIM;
537                 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
538                 this.dmg = 2; // WTF
539
540                 if (warmup_stage) {
541                         this.ammo_shells = warmup_start_ammo_shells;
542                         this.ammo_nails = warmup_start_ammo_nails;
543                         this.ammo_rockets = warmup_start_ammo_rockets;
544                         this.ammo_cells = warmup_start_ammo_cells;
545                         this.ammo_plasma = warmup_start_ammo_plasma;
546                         this.ammo_fuel = warmup_start_ammo_fuel;
547                         this.health = warmup_start_health;
548                         this.armorvalue = warmup_start_armorvalue;
549                         this.weapons = WARMUP_START_WEAPONS;
550                 } else {
551                         this.ammo_shells = start_ammo_shells;
552                         this.ammo_nails = start_ammo_nails;
553                         this.ammo_rockets = start_ammo_rockets;
554                         this.ammo_cells = start_ammo_cells;
555                         this.ammo_plasma = start_ammo_plasma;
556                         this.ammo_fuel = start_ammo_fuel;
557                         this.health = start_health;
558                         this.armorvalue = start_armorvalue;
559                         this.weapons = start_weapons;
560                 }
561
562                 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
563
564                 this.items = start_items;
565
566                 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
567                 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
568                 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
569                 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
570                 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
571                 // extend the pause of rotting if client was reset at the beginning of the countdown
572                 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
573                         float f = game_starttime - time;
574                         this.spawnshieldtime += f;
575                         this.pauserotarmor_finished += f;
576                         this.pauserothealth_finished += f;
577                         this.pauseregen_finished += f;
578                 }
579                 this.damageforcescale = 2;
580                 this.death_time = 0;
581                 this.respawn_flags = 0;
582                 this.respawn_time = 0;
583                 this.stat_respawn_time = 0;
584                 this.scale = autocvar_sv_player_scale;
585                 this.fade_time = 0;
586                 this.pain_frame = 0;
587                 this.pain_finished = 0;
588                 this.pushltime = 0;
589                 setthink(this, func_null); // players have no think function
590                 this.nextthink = 0;
591                 this.dmg_team = 0;
592                 this.ballistics_density = autocvar_g_ballistics_density_player;
593
594                 this.deadflag = DEAD_NO;
595
596                 this.angles = spot.angles;
597                 this.angles_z = 0; // never spawn tilted even if the spot says to
598                 if (IS_BOT_CLIENT(this))
599                         this.v_angle = this.angles;
600                 this.fixangle = true; // turn this way immediately
601                 this.oldvelocity = this.velocity = '0 0 0';
602                 this.avelocity = '0 0 0';
603                 this.punchangle = '0 0 0';
604                 this.punchvector = '0 0 0';
605
606                 this.strength_finished = 0;
607                 this.invincible_finished = 0;
608                 this.fire_endtime = -1;
609                 this.revival_time = 0;
610                 this.air_finished = time + 12;
611
612                 entity spawnevent = new_pure(spawnevent);
613                 spawnevent.owner = this;
614                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
615
616                 // Cut off any still running player sounds.
617                 stopsound(this, CH_PLAYER_SINGLE);
618
619                 this.model = "";
620                 FixPlayermodel(this);
621                 this.drawonlytoclient = NULL;
622
623                 this.crouch = false;
624                 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
625                 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
626                 this.spawnorigin = spot.origin;
627                 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
628                 // don't reset back to last position, even if new position is stuck in solid
629                 this.oldorigin = this.origin;
630                 this.prevorigin = this.origin;
631                 this.lastteleporttime = time; // prevent insane speeds due to changing origin
632                 if(this.conveyor)
633                         IL_REMOVE(g_conveyed, this);
634                 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
635                 this.hud = HUD_NORMAL;
636
637                 this.event_damage = PlayerDamage;
638
639                 if(!this.bot_attack)
640                         IL_PUSH(g_bot_targets, this);
641                 this.bot_attack = true;
642                 this.monster_attack = true;
643
644                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
645
646                 if (this.killcount == FRAGS_SPECTATOR) {
647                         PlayerScore_Clear(this);
648                         this.killcount = 0;
649                 }
650
651                 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
652                 {
653                         CL_SpawnWeaponentity(this, weaponentities[slot]);
654                 }
655                 this.alpha = default_player_alpha;
656                 this.colormod = '1 1 1' * autocvar_g_player_brightness;
657                 this.exteriorweaponentity.alpha = default_weapon_alpha;
658
659                 this.speedrunning = false;
660
661                 target_voicescript_clear(this);
662
663                 // reset fields the weapons may use
664                 FOREACH(Weapons, true, LAMBDA(
665                         it.wr_resetplayer(it, this);
666                         // reload all reloadable weapons
667                         if (it.spawnflags & WEP_FLAG_RELOADABLE) {
668                                 this.weapon_load[it.m_id] = it.reloading_ammo;
669                         }
670                 ));
671
672                 {
673                         string s = spot.target;
674                         spot.target = string_null;
675                         SUB_UseTargets(spot, this, NULL);
676                         spot.target = s;
677                 }
678
679                 Unfreeze(this);
680
681                 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
682
683                 if (autocvar_spawn_debug)
684                 {
685                         sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
686                         delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
687                 }
688
689                 PS(this).m_switchweapon = w_getbestweapon(this);
690                 this.cnt = -1; // W_LastWeapon will not complain
691                 PS(this).m_weapon = WEP_Null;
692                 this.weaponname = "";
693                 PS(this).m_switchingweapon = WEP_Null;
694
695                 if (!warmup_stage && !this.alivetime)
696                         this.alivetime = time;
697
698                 antilag_clear(this, CS(this));
699         }
700 }
701
702 void ClientInit_misc(entity this);
703
704 .float ebouncefactor, ebouncestop; // electro's values
705 // TODO do we need all these fields, or should we stop autodetecting runtime
706 // changes and just have a console command to update this?
707 bool ClientInit_SendEntity(entity this, entity to, int sf)
708 {
709         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
710         return = true;
711         msg_entity = to;
712         // MSG_INIT replacement
713         // TODO: make easier to use
714         Registry_send_all();
715         W_PROP_reload(MSG_ONE, to);
716         ClientInit_misc(this);
717         MUTATOR_CALLHOOK(Ent_Init);
718 }
719 void ClientInit_misc(entity this)
720 {
721         int channel = MSG_ONE;
722         WriteHeader(channel, ENT_CLIENT_INIT);
723         WriteByte(channel, g_nexball_meter_period * 32);
724         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
725         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
726         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
727         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
728         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
729         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
730         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
731         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
732
733         if(sv_foginterval && world.fog != "")
734                 WriteString(channel, world.fog);
735         else
736                 WriteString(channel, "");
737         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
738         WriteByte(channel, serverflags); // client has to know if it should zoom or not
739         WriteCoord(channel, autocvar_g_trueaim_minrange);
740 }
741
742 void ClientInit_CheckUpdate(entity this)
743 {
744         this.nextthink = time;
745         if(this.count != autocvar_g_balance_armor_blockpercent)
746         {
747                 this.count = autocvar_g_balance_armor_blockpercent;
748                 this.SendFlags |= 1;
749         }
750 }
751
752 void ClientInit_Spawn()
753 {
754         entity e = new_pure(clientinit);
755         setthink(e, ClientInit_CheckUpdate);
756         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
757
758         ClientInit_CheckUpdate(e);
759 }
760
761 /*
762 =============
763 SetNewParms
764 =============
765 */
766 void SetNewParms ()
767 {
768         // initialize parms for a new player
769         parm1 = -(86400 * 366);
770
771         MUTATOR_CALLHOOK(SetNewParms);
772 }
773
774 /*
775 =============
776 SetChangeParms
777 =============
778 */
779 void SetChangeParms (entity this)
780 {
781         // save parms for level change
782         parm1 = this.parm_idlesince - time;
783
784         MUTATOR_CALLHOOK(SetChangeParms);
785 }
786
787 /*
788 =============
789 DecodeLevelParms
790 =============
791 */
792 void DecodeLevelParms(entity this)
793 {
794         // load parms
795         this.parm_idlesince = parm1;
796         if (this.parm_idlesince == -(86400 * 366))
797                 this.parm_idlesince = time;
798
799         // whatever happens, allow 60 seconds of idling directly after connect for map loading
800         this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
801
802         MUTATOR_CALLHOOK(DecodeLevelParms);
803 }
804
805 /*
806 =============
807 ClientKill
808
809 Called when a client types 'kill' in the console
810 =============
811 */
812
813 .float clientkill_nexttime;
814 void ClientKill_Now_TeamChange(entity this)
815 {
816         if(this.killindicator_teamchange == -1)
817         {
818                 JoinBestTeam( this, false, true );
819         }
820         else if(this.killindicator_teamchange == -2)
821         {
822                 if(blockSpectators)
823                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
824                 PutObserverInServer(this);
825         }
826         else
827                 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
828         this.killindicator_teamchange = 0;
829 }
830
831 void ClientKill_Now(entity this)
832 {
833         if(this.vehicle)
834         {
835             vehicles_exit(this.vehicle, VHEF_RELEASE);
836             if(!this.killindicator_teamchange)
837             {
838             this.vehicle_health = -1;
839             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
840             }
841         }
842
843         if(this.killindicator && !wasfreed(this.killindicator))
844                 delete(this.killindicator);
845
846         this.killindicator = NULL;
847
848         if(this.killindicator_teamchange)
849                 ClientKill_Now_TeamChange(this);
850
851         if(!IS_SPEC(this) && !IS_OBSERVER(this))
852                 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
853
854         // now I am sure the player IS dead
855 }
856 void KillIndicator_Think(entity this)
857 {
858         if (gameover)
859         {
860                 this.owner.killindicator = NULL;
861                 delete(this);
862                 return;
863         }
864
865         if (this.owner.alpha < 0 && !this.owner.vehicle)
866         {
867                 this.owner.killindicator = NULL;
868                 delete(this);
869                 return;
870         }
871
872         if(this.cnt <= 0)
873         {
874                 ClientKill_Now(this.owner);
875                 return;
876         }
877     else if(g_cts && this.health == 1) // health == 1 means that it's silent
878     {
879         this.nextthink = time + 1;
880         this.cnt -= 1;
881     }
882         else
883         {
884                 if(this.cnt <= 10)
885                         setmodel(this, MDL_NUM(this.cnt));
886                 if(IS_REAL_CLIENT(this.owner))
887                 {
888                         if(this.cnt <= 10)
889                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
890                 }
891                 this.nextthink = time + 1;
892                 this.cnt -= 1;
893         }
894 }
895
896 float clientkilltime;
897 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
898 {
899         float killtime;
900         float starttime;
901
902         if (gameover)
903                 return;
904
905         killtime = autocvar_g_balance_kill_delay;
906
907         if(g_race_qualifying || g_cts)
908                 killtime = 0;
909
910     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
911         return;
912
913         this.killindicator_teamchange = targetteam;
914
915     if(!this.killindicator)
916         {
917                 if(!IS_DEAD(this))
918                 {
919                         killtime = max(killtime, this.clientkill_nexttime - time);
920                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
921                 }
922
923                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
924                 {
925                         ClientKill_Now(this);
926                 }
927                 else
928                 {
929                         starttime = max(time, clientkilltime);
930
931                         this.killindicator = spawn();
932                         this.killindicator.owner = this;
933                         this.killindicator.scale = 0.5;
934                         setattachment(this.killindicator, this, "");
935                         setorigin(this.killindicator, '0 0 52');
936                         setthink(this.killindicator, KillIndicator_Think);
937                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
938                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
939                         this.killindicator.cnt = ceil(killtime);
940                         this.killindicator.count = bound(0, ceil(killtime), 10);
941                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
942
943                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
944                         {
945                                 it.killindicator = spawn();
946                                 it.killindicator.owner = it;
947                                 it.killindicator.scale = 0.5;
948                                 setattachment(it.killindicator, it, "");
949                                 setorigin(it.killindicator, '0 0 52');
950                                 setthink(it.killindicator, KillIndicator_Think);
951                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
952                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
953                                 it.killindicator.cnt = ceil(killtime);
954                         });
955                         this.lip = 0;
956                 }
957         }
958         if(this.killindicator)
959         {
960                 if(targetteam == 0) // just die
961                 {
962                         this.killindicator.colormod = '0 0 0';
963                         if(IS_REAL_CLIENT(this))
964                         if(this.killindicator.cnt > 0)
965                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
966                 }
967                 else if(targetteam == -1) // auto
968                 {
969                         this.killindicator.colormod = '0 1 0';
970                         if(IS_REAL_CLIENT(this))
971                         if(this.killindicator.cnt > 0)
972                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
973                 }
974                 else if(targetteam == -2) // spectate
975                 {
976                         this.killindicator.colormod = '0.5 0.5 0.5';
977                         if(IS_REAL_CLIENT(this))
978                         if(this.killindicator.cnt > 0)
979                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
980                 }
981                 else
982                 {
983                         this.killindicator.colormod = Team_ColorRGB(targetteam);
984                         if(IS_REAL_CLIENT(this))
985                         if(this.killindicator.cnt > 0)
986                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
987                 }
988         }
989
990 }
991
992 void ClientKill (entity this)
993 {
994         if(gameover) return;
995         if(this.player_blocked) return;
996         if(STAT(FROZEN, this)) return;
997
998         ClientKill_TeamChange(this, 0);
999 }
1000
1001 void FixClientCvars(entity e)
1002 {
1003         // send prediction settings to the client
1004         stuffcmd(e, "\nin_bindmap 0 0\n");
1005         if(autocvar_g_antilag == 3) // client side hitscan
1006                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1007         if(autocvar_sv_gentle)
1008                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1009
1010         MUTATOR_CALLHOOK(FixClientCvars, e);
1011 }
1012
1013 float PlayerInIDList(entity p, string idlist)
1014 {
1015         float n, i;
1016         string s;
1017
1018         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1019         if (!p.crypto_idfp)
1020                 return 0;
1021
1022         // this function allows abbreviated player IDs too!
1023         n = tokenize_console(idlist);
1024         for(i = 0; i < n; ++i)
1025         {
1026                 s = argv(i);
1027                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1028                         return 1;
1029         }
1030
1031         return 0;
1032 }
1033
1034 #ifdef DP_EXT_PRECONNECT
1035 /*
1036 =============
1037 ClientPreConnect
1038
1039 Called once (not at each match start) when a client begins a connection to the server
1040 =============
1041 */
1042 void ClientPreConnect ()
1043 {ENGINE_EVENT();
1044         if(autocvar_sv_eventlog)
1045         {
1046                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1047                         this.playerid,
1048                         etof(this),
1049                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1050                 ));
1051         }
1052 }
1053 #endif
1054
1055 /**
1056 =============
1057 ClientConnect
1058
1059 Called when a client connects to the server
1060 =============
1061 */
1062 void ClientConnect(entity this)
1063 {
1064         if (Ban_MaybeEnforceBanOnce(this)) return;
1065         assert(!IS_CLIENT(this), return);
1066         this.flags |= FL_CLIENT;
1067         assert(player_count >= 0, player_count = 0);
1068
1069 #ifdef WATERMARK
1070         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1071 #endif
1072         this.version_nagtime = time + 10 + random() * 10;
1073         TRANSMUTE(Client, this);
1074
1075         // identify the right forced team
1076         if (autocvar_g_campaign)
1077         {
1078                 if (IS_REAL_CLIENT(this)) // only players, not bots
1079                 {
1080                         switch (autocvar_g_campaign_forceteam)
1081                         {
1082                                 case 1: this.team_forced = NUM_TEAM_1; break;
1083                                 case 2: this.team_forced = NUM_TEAM_2; break;
1084                                 case 3: this.team_forced = NUM_TEAM_3; break;
1085                                 case 4: this.team_forced = NUM_TEAM_4; break;
1086                                 default: this.team_forced = 0;
1087                         }
1088                 }
1089         }
1090         else if (PlayerInIDList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1091         else if (PlayerInIDList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1092         else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1093         else if (PlayerInIDList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1094         else switch (autocvar_g_forced_team_otherwise)
1095         {
1096                 default: this.team_forced = 0; break;
1097                 case "red": this.team_forced = NUM_TEAM_1; break;
1098                 case "blue": this.team_forced = NUM_TEAM_2; break;
1099                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1100                 case "pink": this.team_forced = NUM_TEAM_4; break;
1101                 case "spectate":
1102                 case "spectator":
1103                         this.team_forced = -1;
1104                         break;
1105         }
1106         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1107
1108     {
1109         int id = this.playerid;
1110         this.playerid = 0; // silent
1111             JoinBestTeam(this, false, false); // if the team number is valid, keep it
1112             this.playerid = id;
1113     }
1114
1115         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1116                 TRANSMUTE(Observer, this);
1117         } else {
1118                 if (!teamplay || autocvar_g_balance_teams) {
1119                         TRANSMUTE(Player, this);
1120                         campaign_bots_may_start = true;
1121                 } else {
1122                         TRANSMUTE(Observer, this); // do it anyway
1123                 }
1124         }
1125
1126         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1127
1128         // always track bots, don't ask for cl_allow_uidtracking
1129     if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1130
1131         if (autocvar_sv_eventlog)
1132                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1133
1134         LogTeamchange(this.playerid, this.team, 1);
1135
1136         this.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1137
1138         this.netname_previous = strzone(this.netname);
1139
1140         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1141
1142         stuffcmd(this, clientstuff, "\n");
1143         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1144
1145         FixClientCvars(this);
1146
1147         // get version info from player
1148         stuffcmd(this, "cmd clientversion $gameversion\n");
1149
1150         // notify about available teams
1151         if (teamplay)
1152         {
1153                 CheckAllowedTeams(this);
1154                 int t = 0;
1155                 if (c1 >= 0) t |= BIT(0);
1156                 if (c2 >= 0) t |= BIT(1);
1157                 if (c3 >= 0) t |= BIT(2);
1158                 if (c4 >= 0) t |= BIT(3);
1159                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1160         }
1161         else
1162         {
1163                 stuffcmd(this, "set _teams_available 0\n");
1164         }
1165
1166         bot_relinkplayerlist();
1167
1168         this.spectatortime = time;
1169         if (blockSpectators)
1170         {
1171                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1172         }
1173
1174         this.jointime = time;
1175         this.allowed_timeouts = autocvar_sv_timeout_number;
1176
1177         if (IS_REAL_CLIENT(this))
1178         {
1179                 if (!autocvar_g_campaign)
1180                 {
1181                         this.motd_actived_time = -1;
1182                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1183                 }
1184
1185                 if (g_weaponarena_weapons == WEPSET(TUBA))
1186                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1187         }
1188
1189         if (!sv_foginterval && world.fog != "")
1190                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1191
1192         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1193                 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1194                         send_CSQC_teamnagger();
1195
1196         CSQCMODEL_AUTOINIT(this);
1197
1198         this.model_randomizer = random();
1199
1200         if (IS_REAL_CLIENT(this))
1201                 sv_notice_join(this);
1202
1203         IL_EACH(g_initforplayer, it.init_for_player, {
1204                 it.init_for_player(it, this);
1205         });
1206
1207         MUTATOR_CALLHOOK(ClientConnect, this);
1208 }
1209 /*
1210 =============
1211 ClientDisconnect
1212
1213 Called when a client disconnects from the server
1214 =============
1215 */
1216 .entity chatbubbleentity;
1217 void ReadyCount();
1218 void ClientDisconnect(entity this)
1219 {
1220         assert(IS_CLIENT(this), return);
1221
1222         PlayerStats_GameReport_FinalizePlayer(this);
1223         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1224         if (this.active_minigame) part_minigame(this);
1225         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1226
1227         if (autocvar_sv_eventlog)
1228                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1229
1230         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1231
1232         SetSpectatee(this, NULL);
1233
1234     MUTATOR_CALLHOOK(ClientDisconnect, this);
1235
1236         ClientState_detach(this);
1237
1238         Portal_ClearAll(this);
1239
1240         Unfreeze(this);
1241
1242         RemoveGrapplingHook(this);
1243
1244         // Here, everything has been done that requires this player to be a client.
1245
1246         this.flags &= ~FL_CLIENT;
1247
1248         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1249         if (this.killindicator) delete(this.killindicator);
1250
1251         WaypointSprite_PlayerGone(this);
1252
1253         bot_relinkplayerlist();
1254
1255         if (this.netname_previous) strunzone(this.netname_previous);
1256         if (this.clientstatus) strunzone(this.clientstatus);
1257         if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1258         if (this.personal) delete(this.personal);
1259
1260         this.playerid = 0;
1261         ReadyCount();
1262         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1263 }
1264
1265 void ChatBubbleThink(entity this)
1266 {
1267         this.nextthink = time;
1268         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1269         {
1270                 if(this.owner) // but why can that ever be NULL?
1271                         this.owner.chatbubbleentity = NULL;
1272                 delete(this);
1273                 return;
1274         }
1275
1276         this.mdl = "";
1277
1278         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1279         {
1280                 if ( this.owner.active_minigame )
1281                         this.mdl = "models/sprites/minigame_busy.iqm";
1282                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1283                         this.mdl = "models/misc/chatbubble.spr";
1284         }
1285
1286         if ( this.model != this.mdl )
1287                 _setmodel(this, this.mdl);
1288
1289 }
1290
1291 void UpdateChatBubble(entity this)
1292 {
1293         if (this.alpha < 0)
1294                 return;
1295         // spawn a chatbubble entity if needed
1296         if (!this.chatbubbleentity)
1297         {
1298                 this.chatbubbleentity = new(chatbubbleentity);
1299                 this.chatbubbleentity.owner = this;
1300                 this.chatbubbleentity.exteriormodeltoclient = this;
1301                 setthink(this.chatbubbleentity, ChatBubbleThink);
1302                 this.chatbubbleentity.nextthink = time;
1303                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1304                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1305                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1306                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1307                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1308                 //this.chatbubbleentity.model = "";
1309                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1310         }
1311 }
1312
1313
1314 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1315 // added to the model skins
1316 /*void UpdateColorModHack()
1317 {
1318         float c;
1319         c = this.clientcolors & 15;
1320         // LordHavoc: only bothering to support white, green, red, yellow, blue
1321              if (!teamplay) this.colormod = '0 0 0';
1322         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1323         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1324         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1325         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1326         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1327         else this.colormod = '1 1 1';
1328 }*/
1329
1330 void respawn(entity this)
1331 {
1332         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1333         {
1334                 this.solid = SOLID_NOT;
1335                 this.takedamage = DAMAGE_NO;
1336                 set_movetype(this, MOVETYPE_FLY);
1337                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1338                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1339                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1340                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1341                 if(autocvar_g_respawn_ghosts_maxtime)
1342                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1343         }
1344
1345         CopyBody(this, 1);
1346
1347         this.effects |= EF_NODRAW; // prevent another CopyBody
1348         PutClientInServer(this);
1349 }
1350
1351 void play_countdown(entity this, float finished, Sound samp)
1352 {
1353     TC(Sound, samp);
1354         if(IS_REAL_CLIENT(this))
1355                 if(floor(finished - time - frametime) != floor(finished - time))
1356                         if(finished - time < 6)
1357                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1358 }
1359
1360 void player_powerups(entity this)
1361 {
1362         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1363         int items_prev = this.items;
1364
1365         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1366                 this.modelflags |= MF_ROCKET;
1367         else
1368                 this.modelflags &= ~MF_ROCKET;
1369
1370         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1371
1372         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1373                 return;
1374
1375         Fire_ApplyDamage(this);
1376         Fire_ApplyEffect(this);
1377
1378         if (!g_instagib)
1379         {
1380                 if (this.items & ITEM_Strength.m_itemid)
1381                 {
1382                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1383                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1384                         if (time > this.strength_finished)
1385                         {
1386                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1387                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1388                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1389                         }
1390                 }
1391                 else
1392                 {
1393                         if (time < this.strength_finished)
1394                         {
1395                                 this.items = this.items | ITEM_Strength.m_itemid;
1396                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1397                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1398                         }
1399                 }
1400                 if (this.items & ITEM_Shield.m_itemid)
1401                 {
1402                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1403                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1404                         if (time > this.invincible_finished)
1405                         {
1406                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1407                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1408                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1409                         }
1410                 }
1411                 else
1412                 {
1413                         if (time < this.invincible_finished)
1414                         {
1415                                 this.items = this.items | ITEM_Shield.m_itemid;
1416                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1417                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1418                         }
1419                 }
1420                 if (this.items & IT_SUPERWEAPON)
1421                 {
1422                         if (!(this.weapons & WEPSET_SUPERWEAPONS))
1423                         {
1424                                 this.superweapons_finished = 0;
1425                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1426                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1427                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1428                         }
1429                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1430                         {
1431                                 // don't let them run out
1432                         }
1433                         else
1434                         {
1435                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1436                                 if (time > this.superweapons_finished)
1437                                 {
1438                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1439                                         this.weapons &= ~WEPSET_SUPERWEAPONS;
1440                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1441                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1442                                 }
1443                         }
1444                 }
1445                 else if(this.weapons & WEPSET_SUPERWEAPONS)
1446                 {
1447                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1448                         {
1449                                 this.items = this.items | IT_SUPERWEAPON;
1450                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1451                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1452                         }
1453                         else
1454                         {
1455                                 this.superweapons_finished = 0;
1456                                 this.weapons &= ~WEPSET_SUPERWEAPONS;
1457                         }
1458                 }
1459                 else
1460                 {
1461                         this.superweapons_finished = 0;
1462                 }
1463         }
1464
1465         if(autocvar_g_nodepthtestplayers)
1466                 this.effects = this.effects | EF_NODEPTHTEST;
1467
1468         if(autocvar_g_fullbrightplayers)
1469                 this.effects = this.effects | EF_FULLBRIGHT;
1470
1471         if (time >= game_starttime)
1472         if (time < this.spawnshieldtime)
1473                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1474
1475         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1476 }
1477
1478 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1479 {
1480         if(current > stable)
1481                 return current;
1482         else if(current > stable - 0.25) // when close enough, "snap"
1483                 return stable;
1484         else
1485                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1486 }
1487
1488 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1489 {
1490         if(current < stable)
1491                 return current;
1492         else if(current < stable + 0.25) // when close enough, "snap"
1493                 return stable;
1494         else
1495                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1496 }
1497
1498 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1499 {
1500         if(current > rotstable)
1501         {
1502                 if(rotframetime > 0)
1503                 {
1504                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1505                         current = max(rotstable, current - rotlinear * rotframetime);
1506                 }
1507         }
1508         else if(current < regenstable)
1509         {
1510                 if(regenframetime > 0)
1511                 {
1512                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1513                         current = min(regenstable, current + regenlinear * regenframetime);
1514                 }
1515         }
1516
1517         if(current > limit)
1518                 current = limit;
1519
1520         return current;
1521 }
1522
1523 void player_regen(entity this)
1524 {
1525         float max_mod, regen_mod, rot_mod, limit_mod;
1526         max_mod = regen_mod = rot_mod = limit_mod = 1;
1527
1528         float regen_health = autocvar_g_balance_health_regen;
1529         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1530         float regen_health_rot = autocvar_g_balance_health_rot;
1531         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1532         float regen_health_stable = autocvar_g_balance_health_regenstable;
1533         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1534         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1535                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1536         max_mod = M_ARGV(1, float);
1537         regen_mod = M_ARGV(2, float);
1538         rot_mod = M_ARGV(3, float);
1539         limit_mod = M_ARGV(4, float);
1540         regen_health = M_ARGV(5, float);
1541         regen_health_linear = M_ARGV(6, float);
1542         regen_health_rot = M_ARGV(7, float);
1543         regen_health_rotlinear = M_ARGV(8, float);
1544         regen_health_stable = M_ARGV(9, float);
1545         regen_health_rotstable = M_ARGV(10, float);
1546
1547
1548         if(!mutator_returnvalue)
1549         if(!STAT(FROZEN, this))
1550         {
1551                 float mina, maxa, limith, limita;
1552                 maxa = autocvar_g_balance_armor_rotstable;
1553                 mina = autocvar_g_balance_armor_regenstable;
1554                 limith = autocvar_g_balance_health_limit;
1555                 limita = autocvar_g_balance_armor_limit;
1556
1557                 regen_health_rotstable = regen_health_rotstable * max_mod;
1558                 regen_health_stable = regen_health_stable * max_mod;
1559                 limith = limith * limit_mod;
1560                 limita = limita * limit_mod;
1561
1562                 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1563                 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1564         }
1565
1566         // if player rotted to death...  die!
1567         // check this outside above checks, as player may still be able to rot to death
1568         if(this.health < 1)
1569         {
1570                 if(this.vehicle)
1571                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1572                 if(this.event_damage)
1573                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1574         }
1575
1576         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1577         {
1578                 float minf, maxf, limitf;
1579
1580                 maxf = autocvar_g_balance_fuel_rotstable;
1581                 minf = autocvar_g_balance_fuel_regenstable;
1582                 limitf = autocvar_g_balance_fuel_limit;
1583
1584                 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1585         }
1586 }
1587
1588 bool zoomstate_set;
1589 void SetZoomState(entity this, float z)
1590 {
1591         if(z != this.zoomstate)
1592         {
1593                 this.zoomstate = z;
1594                 ClientData_Touch(this);
1595         }
1596         zoomstate_set = true;
1597 }
1598
1599 void GetPressedKeys(entity this)
1600 {
1601         MUTATOR_CALLHOOK(GetPressedKeys, this);
1602         int keys = this.pressedkeys;
1603         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1604         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1605         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1606         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1607
1608         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1609         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1610         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1611         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1612         this.pressedkeys = keys;
1613 }
1614
1615 /*
1616 ======================
1617 spectate mode routines
1618 ======================
1619 */
1620
1621 void SpectateCopy(entity this, entity spectatee)
1622 {
1623     TC(Client, this); TC(Client, spectatee);
1624
1625         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1626         PS(this) = PS(spectatee);
1627         this.armortype = spectatee.armortype;
1628         this.armorvalue = spectatee.armorvalue;
1629         this.ammo_cells = spectatee.ammo_cells;
1630         this.ammo_plasma = spectatee.ammo_plasma;
1631         this.ammo_shells = spectatee.ammo_shells;
1632         this.ammo_nails = spectatee.ammo_nails;
1633         this.ammo_rockets = spectatee.ammo_rockets;
1634         this.ammo_fuel = spectatee.ammo_fuel;
1635         this.clip_load = spectatee.clip_load;
1636         this.clip_size = spectatee.clip_size;
1637         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1638         this.health = spectatee.health;
1639         this.impulse = 0;
1640         this.items = spectatee.items;
1641         this.last_pickup = spectatee.last_pickup;
1642         this.hit_time = spectatee.hit_time;
1643         this.strength_finished = spectatee.strength_finished;
1644         this.invincible_finished = spectatee.invincible_finished;
1645         this.pressedkeys = spectatee.pressedkeys;
1646         this.weapons = spectatee.weapons;
1647         this.vortex_charge = spectatee.vortex_charge;
1648         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1649         this.hagar_load = spectatee.hagar_load;
1650         this.arc_heat_percent = spectatee.arc_heat_percent;
1651         this.minelayer_mines = spectatee.minelayer_mines;
1652         this.punchangle = spectatee.punchangle;
1653         this.view_ofs = spectatee.view_ofs;
1654         this.velocity = spectatee.velocity;
1655         this.dmg_take = spectatee.dmg_take;
1656         this.dmg_save = spectatee.dmg_save;
1657         this.dmg_inflictor = spectatee.dmg_inflictor;
1658         this.v_angle = spectatee.v_angle;
1659         this.angles = spectatee.v_angle;
1660         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1661         this.revive_progress = spectatee.revive_progress;
1662         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1663                 this.fixangle = true;
1664         setorigin(this, spectatee.origin);
1665         setsize(this, spectatee.mins, spectatee.maxs);
1666         SetZoomState(this, spectatee.zoomstate);
1667
1668     anticheat_spectatecopy(this, spectatee);
1669         this.hud = spectatee.hud;
1670         if(spectatee.vehicle)
1671     {
1672         this.angles = spectatee.v_angle;
1673
1674         //this.fixangle = false;
1675         //this.velocity = spectatee.vehicle.velocity;
1676         this.vehicle_health = spectatee.vehicle_health;
1677         this.vehicle_shield = spectatee.vehicle_shield;
1678         this.vehicle_energy = spectatee.vehicle_energy;
1679         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1680         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1681         this.vehicle_reload1 = spectatee.vehicle_reload1;
1682         this.vehicle_reload2 = spectatee.vehicle_reload2;
1683
1684         //msg_entity = this;
1685
1686        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1687             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1688            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1689            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1690
1691         //WriteByte (MSG_ONE, SVC_SETVIEW);
1692         //    WriteEntity(MSG_ONE, this);
1693         //makevectors(spectatee.v_angle);
1694         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1695     }
1696 }
1697
1698 bool SpectateUpdate(entity this)
1699 {
1700         if(!this.enemy)
1701             return false;
1702
1703         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1704         {
1705                 SetSpectatee(this, NULL);
1706                 return false;
1707         }
1708
1709         SpectateCopy(this, this.enemy);
1710
1711         return true;
1712 }
1713
1714 bool SpectateSet(entity this)
1715 {
1716         if(!IS_PLAYER(this.enemy))
1717                 return false;
1718
1719         ClientData_Touch(this.enemy);
1720
1721         msg_entity = this;
1722         WriteByte(MSG_ONE, SVC_SETVIEW);
1723         WriteEntity(MSG_ONE, this.enemy);
1724         set_movetype(this, MOVETYPE_NONE);
1725         accuracy_resend(this);
1726
1727         if(!SpectateUpdate(this))
1728                 PutObserverInServer(this);
1729
1730         return true;
1731 }
1732
1733 void SetSpectatee(entity this, entity spectatee)
1734 {
1735         entity old_spectatee = this.enemy;
1736
1737         this.enemy = spectatee;
1738
1739         // WEAPONTODO
1740         // these are required to fix the spectator bug with arc
1741         if(old_spectatee)
1742         {
1743                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1744                 {
1745                         .entity weaponentity = weaponentities[slot];
1746                         if(old_spectatee.(weaponentity).arc_beam)
1747                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1748                 }
1749         }
1750         if(this.enemy)
1751         {
1752                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1753                 {
1754                         .entity weaponentity = weaponentities[slot];
1755                         if(this.enemy.(weaponentity).arc_beam)
1756                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1757                 }
1758         }
1759
1760         // needed to update spectator list
1761         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1762 }
1763
1764 bool Spectate(entity this, entity pl)
1765 {
1766         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1767                 return false;
1768         pl = M_ARGV(1, entity);
1769
1770         SetSpectatee(this, pl);
1771         return SpectateSet(this);
1772 }
1773
1774 bool SpectateNext(entity this)
1775 {
1776         entity ent = find(this.enemy, classname, STR_PLAYER);
1777
1778         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1779                 ent = M_ARGV(1, entity);
1780         else if (!ent)
1781                 ent = find(ent, classname, STR_PLAYER);
1782
1783         if(ent) { SetSpectatee(this, ent); }
1784
1785         return SpectateSet(this);
1786 }
1787
1788 bool SpectatePrev(entity this)
1789 {
1790         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1791         entity ent = findchain(classname, STR_PLAYER);
1792         if (!ent) // no player
1793                 return false;
1794
1795         entity first = ent;
1796         // skip players until current spectated player
1797         if(this.enemy)
1798         while(ent && ent != this.enemy)
1799                 ent = ent.chain;
1800
1801         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1802         {
1803                 case MUT_SPECPREV_FOUND:
1804                     ent = M_ARGV(1, entity);
1805                     break;
1806                 case MUT_SPECPREV_RETURN:
1807                     return true;
1808                 case MUT_SPECPREV_CONTINUE:
1809                 default:
1810                 {
1811                         if(ent.chain)
1812                                 ent = ent.chain;
1813                         else
1814                                 ent = first;
1815                         break;
1816                 }
1817         }
1818
1819         SetSpectatee(this, ent);
1820         return SpectateSet(this);
1821 }
1822
1823 /*
1824 =============
1825 ShowRespawnCountdown()
1826
1827 Update a respawn countdown display.
1828 =============
1829 */
1830 void ShowRespawnCountdown(entity this)
1831 {
1832         float number;
1833         if(!IS_DEAD(this)) // just respawned?
1834                 return;
1835         else
1836         {
1837                 number = ceil(this.respawn_time - time);
1838                 if(number <= 0)
1839                         return;
1840                 if(number <= this.respawn_countdown)
1841                 {
1842                         this.respawn_countdown = number - 1;
1843                         if(ceil(this.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
1844                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1845                 }
1846         }
1847 }
1848
1849 .float caplayer;
1850
1851 void LeaveSpectatorMode(entity this)
1852 {
1853         if(this.caplayer)
1854                 return;
1855         if(nJoinAllowed(this, this))
1856         {
1857                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1858                 {
1859                         TRANSMUTE(Player, this);
1860
1861                         SetSpectatee(this, NULL);
1862
1863                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1864                                 { JoinBestTeam(this, false, true); }
1865
1866                         if(autocvar_g_campaign)
1867                                 { campaign_bots_may_start = true; }
1868
1869                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1870
1871                         PutClientInServer(this);
1872
1873                         if(IS_PLAYER(this)) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), this.netname); }
1874                 }
1875                 else
1876                         stuffcmd(this, "menu_showteamselect\n");
1877         }
1878         else
1879         {
1880                 // Player may not join because g_maxplayers is set
1881                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1882         }
1883 }
1884
1885 /**
1886  * Determines whether the player is allowed to join. This depends on cvar
1887  * g_maxplayers, if it isn't used this function always return true, otherwise
1888  * it checks whether the number of currently playing players exceeds g_maxplayers.
1889  * @return int number of free slots for players, 0 if none
1890  */
1891 bool nJoinAllowed(entity this, entity ignore)
1892 {
1893         if(!ignore)
1894         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1895         // so report 0 free slots if restricted
1896         {
1897                 if(autocvar_g_forced_team_otherwise == "spectate")
1898                         return false;
1899                 if(autocvar_g_forced_team_otherwise == "spectator")
1900                         return false;
1901         }
1902
1903         if(this.team_forced < 0)
1904                 return false; // forced spectators can never join
1905
1906         // TODO simplify this
1907         int totalClients = 0;
1908         int currentlyPlaying = 0;
1909         FOREACH_CLIENT(true, LAMBDA(
1910                 if(it != ignore)
1911                         ++totalClients;
1912                 if(IS_REAL_CLIENT(it))
1913                 if(IS_PLAYER(it) || it.caplayer)
1914                         ++currentlyPlaying;
1915         ));
1916
1917         if (!autocvar_g_maxplayers)
1918                 return maxclients - totalClients;
1919
1920         if(currentlyPlaying < autocvar_g_maxplayers)
1921                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1922
1923         return false;
1924 }
1925
1926 /**
1927  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1928  * g_maxplayers_spectator_blocktime seconds
1929  */
1930 void checkSpectatorBlock(entity this)
1931 {
1932         if(IS_SPEC(this) || IS_OBSERVER(this))
1933         if(!this.caplayer)
1934         if(IS_REAL_CLIENT(this))
1935         {
1936                 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1937                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1938                         dropclient(this);
1939                 }
1940         }
1941 }
1942
1943 void PrintWelcomeMessage(entity this)
1944 {
1945         if(this.motd_actived_time == 0)
1946         {
1947                 if (autocvar_g_campaign) {
1948                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1949                                 this.motd_actived_time = time;
1950                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1951                         }
1952                 } else {
1953                         if (PHYS_INPUT_BUTTON_INFO(this)) {
1954                                 this.motd_actived_time = time;
1955                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1956                         }
1957                 }
1958         }
1959         else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1960         {
1961                 if (autocvar_g_campaign) {
1962                         if (PHYS_INPUT_BUTTON_INFO(this))
1963                                 this.motd_actived_time = time;
1964                         else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1965                                 this.motd_actived_time = 0;
1966                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1967                         }
1968                 } else {
1969                         if (PHYS_INPUT_BUTTON_INFO(this))
1970                                 this.motd_actived_time = time;
1971                         else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1972                                 this.motd_actived_time = 0;
1973                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1974                         }
1975                 }
1976         }
1977         else //if(this.motd_actived_time < 0) // just connected, motd is active
1978         {
1979                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
1980                         this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1981                 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
1982                 {
1983                         // instanctly hide MOTD
1984                         this.motd_actived_time = 0;
1985                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1986                 }
1987         }
1988 }
1989
1990 void ObserverThink(entity this)
1991 {
1992         if ( this.impulse )
1993         {
1994                 MinigameImpulse(this, this.impulse);
1995                 this.impulse = 0;
1996         }
1997         if (this.flags & FL_JUMPRELEASED) {
1998                 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
1999                         this.flags &= ~FL_JUMPRELEASED;
2000                         this.flags |= FL_SPAWNING;
2001                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2002                         this.flags &= ~FL_JUMPRELEASED;
2003                         if(SpectateNext(this)) {
2004                                 TRANSMUTE(Spectator, this);
2005                         }
2006                 } else {
2007                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2008                         set_movetype(this, preferred_movetype);
2009                 }
2010         } else {
2011                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2012                         this.flags |= FL_JUMPRELEASED;
2013                         if(this.flags & FL_SPAWNING)
2014                         {
2015                                 this.flags &= ~FL_SPAWNING;
2016                                 LeaveSpectatorMode(this);
2017                                 return;
2018                         }
2019                 }
2020         }
2021 }
2022
2023 void SpectatorThink(entity this)
2024 {
2025         if ( this.impulse )
2026         {
2027                 if(MinigameImpulse(this, this.impulse))
2028                         this.impulse = 0;
2029
2030                 if (this.impulse == IMP_weapon_drop.impulse)
2031                 {
2032                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2033                         this.impulse = 0;
2034                         return;
2035                 }
2036         }
2037         if (this.flags & FL_JUMPRELEASED) {
2038                 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
2039                         this.flags &= ~FL_JUMPRELEASED;
2040                         this.flags |= FL_SPAWNING;
2041                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2042                         this.flags &= ~FL_JUMPRELEASED;
2043                         if(SpectateNext(this)) {
2044                                 TRANSMUTE(Spectator, this);
2045                         } else {
2046                                 TRANSMUTE(Observer, this);
2047                                 PutClientInServer(this);
2048                         }
2049                         this.impulse = 0;
2050                 } else if(this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2051                         this.flags &= ~FL_JUMPRELEASED;
2052                         if(SpectatePrev(this)) {
2053                                 TRANSMUTE(Spectator, this);
2054                         } else {
2055                                 TRANSMUTE(Observer, this);
2056                                 PutClientInServer(this);
2057                         }
2058                         this.impulse = 0;
2059                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2060                         this.flags &= ~FL_JUMPRELEASED;
2061                         TRANSMUTE(Observer, this);
2062                         PutClientInServer(this);
2063                 } else {
2064                         if(!SpectateUpdate(this))
2065                                 PutObserverInServer(this);
2066                 }
2067         } else {
2068                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2069                         this.flags |= FL_JUMPRELEASED;
2070                         if(this.flags & FL_SPAWNING)
2071                         {
2072                                 this.flags &= ~FL_SPAWNING;
2073                                 LeaveSpectatorMode(this);
2074                                 return;
2075                         }
2076                 }
2077                 if(!SpectateUpdate(this))
2078                         PutObserverInServer(this);
2079         }
2080
2081         this.flags |= FL_CLIENT | FL_NOTARGET;
2082 }
2083
2084 void vehicles_enter (entity pl, entity veh);
2085 void PlayerUseKey(entity this)
2086 {
2087         if (!IS_PLAYER(this))
2088                 return;
2089
2090         if(this.vehicle)
2091         {
2092                 if(!gameover)
2093                 {
2094                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2095                         return;
2096                 }
2097         }
2098         else if(autocvar_g_vehicles_enter)
2099         {
2100                 if(!STAT(FROZEN, this))
2101                 if(!IS_DEAD(this))
2102                 if(!gameover)
2103                 {
2104                         entity head, closest_target = NULL;
2105                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2106
2107                         while(head) // find the closest acceptable target to enter
2108                         {
2109                                 if(IS_VEHICLE(head))
2110                                 if(!IS_DEAD(head))
2111                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2112                                 if(head.takedamage != DAMAGE_NO)
2113                                 {
2114                                         if(closest_target)
2115                                         {
2116                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2117                                                 { closest_target = head; }
2118                                         }
2119                                         else { closest_target = head; }
2120                                 }
2121
2122                                 head = head.chain;
2123                         }
2124
2125                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2126                 }
2127         }
2128
2129         // a use key was pressed; call handlers
2130         MUTATOR_CALLHOOK(PlayerUseKey, this);
2131 }
2132
2133
2134 /*
2135 =============
2136 PlayerPreThink
2137
2138 Called every frame for each client before the physics are run
2139 =============
2140 */
2141 .float usekeypressed;
2142 .float last_vehiclecheck;
2143 .int items_added;
2144 void PlayerPreThink (entity this)
2145 {
2146         WarpZone_PlayerPhysics_FixVAngle(this);
2147
2148     STAT(GAMESTARTTIME, this) = game_starttime;
2149         STAT(ROUNDSTARTTIME, this) = round_starttime;
2150         STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2151         STAT(LEADLIMIT, this) = autocvar_leadlimit;
2152
2153         STAT(WEAPONSINMAP, this) = weaponsInMap;
2154
2155         if (frametime) {
2156                 // physics frames: update anticheat stuff
2157                 anticheat_prethink(this);
2158         }
2159
2160         if (blockSpectators && frametime) {
2161                 // WORKAROUND: only use dropclient in server frames (frametime set).
2162                 // Never use it in cl_movement frames (frametime zero).
2163                 checkSpectatorBlock(this);
2164     }
2165
2166         zoomstate_set = false;
2167
2168         // Check for nameless players
2169         if (isInvisibleString(this.netname)) {
2170                 this.netname = strzone(sprintf("Player#%d", this.playerid));
2171                 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2172         }
2173         if (this.netname != this.netname_previous) {
2174                 if (autocvar_sv_eventlog) {
2175                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2176         }
2177                 if (this.netname_previous) strunzone(this.netname_previous);
2178                 this.netname_previous = strzone(this.netname);
2179         }
2180
2181         // version nagging
2182         if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2183         this.version_nagtime = 0;
2184         if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2185             // git client
2186         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2187             // git server
2188             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2189         } else {
2190             int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2191             if (r < 0) { // old client
2192                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2193             } else if (r > 0) { // old server
2194                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2195             }
2196         }
2197     }
2198
2199         // GOD MODE info
2200         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2201         {
2202                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2203                 this.max_armorvalue = 0;
2204         }
2205
2206         if (STAT(FROZEN, this) == 2)
2207         {
2208                 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2209                 this.health = max(1, this.revive_progress * start_health);
2210                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2211
2212                 if (this.revive_progress >= 1)
2213                         Unfreeze(this);
2214         }
2215         else if (STAT(FROZEN, this) == 3)
2216         {
2217                 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2218                 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2219
2220                 if (this.health < 1)
2221                 {
2222                         if (this.vehicle)
2223                                 vehicles_exit(this.vehicle, VHEF_RELEASE);
2224                         if(this.event_damage)
2225                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2226                 }
2227                 else if (this.revive_progress <= 0)
2228                         Unfreeze(this);
2229         }
2230
2231         MUTATOR_CALLHOOK(PlayerPreThink, this);
2232
2233         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2234         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2235         {
2236                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2237                 {
2238                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2239                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2240                         {
2241                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2242                         }
2243                         else if(!it.owner)
2244                         {
2245                                 if(!it.team || SAME_TEAM(this, it))
2246                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2247                                 else if(autocvar_g_vehicles_steal)
2248                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2249                         }
2250                 });
2251
2252                 this.last_vehiclecheck = time + 1;
2253         }
2254
2255         if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2256         {
2257                 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2258                         PlayerUseKey(this);
2259                 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2260         }
2261
2262         if (IS_REAL_CLIENT(this))
2263                 PrintWelcomeMessage(this);
2264
2265         if (IS_PLAYER(this)) {
2266                 CheckRules_Player(this);
2267
2268                 if (intermission_running) {
2269                         IntermissionThink(this);
2270                         return;
2271                 }
2272
2273                 if (timeout_status == TIMEOUT_ACTIVE) {
2274             // don't allow the player to turn around while game is paused
2275                         // FIXME turn this into CSQC stuff
2276                         this.v_angle = this.lastV_angle;
2277                         this.angles = this.lastV_angle;
2278                         this.fixangle = true;
2279                 }
2280
2281                 if (frametime) player_powerups(this);
2282
2283                 if (IS_DEAD(this)) {
2284                         if (this.personal && g_race_qualifying) {
2285                                 if (time > this.respawn_time) {
2286                                         STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2287                                         respawn(this);
2288                                         this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2289                                 }
2290                         } else {
2291                                 if (frametime) player_anim(this);
2292                                 bool button_pressed = (PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this) || PHYS_INPUT_BUTTON_ATCK2(this) || PHYS_INPUT_BUTTON_HOOK(this) || PHYS_INPUT_BUTTON_USE(this));
2293
2294                                 switch(this.deadflag)
2295                                 {
2296                                         case DEAD_DYING:
2297                                         {
2298                                                 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2299                                                         this.deadflag = DEAD_RESPAWNING;
2300                                                 else if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2301                                                         this.deadflag = DEAD_DEAD;
2302                                                 break;
2303                                         }
2304                                         case DEAD_DEAD:
2305                                         {
2306                                                 if (button_pressed)
2307                                                         this.deadflag = DEAD_RESPAWNABLE;
2308                                                 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2309                                                         this.deadflag = DEAD_RESPAWNING;
2310                                                 break;
2311                                         }
2312                                         case DEAD_RESPAWNABLE:
2313                                         {
2314                                                 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2315                                                         this.deadflag = DEAD_RESPAWNING;
2316                                                 break;
2317                                         }
2318                                         case DEAD_RESPAWNING:
2319                                         {
2320                                                 if (time > this.respawn_time)
2321                                                 {
2322                                                         this.respawn_time = time + 1; // only retry once a second
2323                                                         this.respawn_time_max = this.respawn_time;
2324                                                         respawn(this);
2325                                                 }
2326                                                 break;
2327                                         }
2328                                 }
2329
2330                                 ShowRespawnCountdown(this);
2331
2332                                 if (this.respawn_flags & RESPAWN_SILENT)
2333                                         STAT(RESPAWN_TIME, this) = 0;
2334                                 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2335                                 {
2336                                         if (time < this.respawn_time)
2337                                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2338                                         else if (this.deadflag != DEAD_RESPAWNING)
2339                                                 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2340                                 }
2341                                 else
2342                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2343                         }
2344
2345                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2346                         if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2347                                 STAT(RESPAWN_TIME, this) *= -1;
2348
2349                         return;
2350                 }
2351
2352                 this.prevorigin = this.origin;
2353
2354                 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2355                 if (this.hook.state) {
2356                         do_crouch = false;
2357                 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2358                         do_crouch = false;
2359                 } else if (this.vehicle) {
2360                         do_crouch = false;
2361                 } else if (STAT(FROZEN, this)) {
2362                         do_crouch = false;
2363         }
2364
2365                 if (do_crouch) {
2366                         if (!this.crouch) {
2367                                 this.crouch = true;
2368                                 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2369                                 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2370                                 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2371                         }
2372                 } else if (this.crouch) {
2373             tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2374             if (!trace_startsolid) {
2375                 this.crouch = false;
2376                 this.view_ofs = STAT(PL_VIEW_OFS, this);
2377                 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2378             }
2379                 }
2380
2381                 FixPlayermodel(this);
2382
2383                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2384                 //if(frametime)
2385                 {
2386                         this.items &= ~this.items_added;
2387
2388                         //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2389                         //{
2390                                 //.entity weaponentity = weaponentities[slot];
2391                                 //W_WeaponFrame(this, weaponentity);
2392                         //}
2393                         .entity weaponentity = weaponentities[0]; // TODO
2394                         W_WeaponFrame(this, weaponentity);
2395
2396                         this.items_added = 0;
2397                         if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2398                 this.items_added |= IT_FUEL;
2399
2400                         this.items |= this.items_added;
2401                 }
2402
2403                 player_regen(this);
2404
2405                 // WEAPONTODO: Add a weapon request for this
2406                 // rot vortex charge to the charge limit
2407                 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2408                         this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2409
2410                 if (frametime) player_anim(this);
2411
2412                 // secret status
2413                 secrets_setstatus(this);
2414
2415                 // monsters status
2416                 monsters_setstatus(this);
2417
2418                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2419         }
2420         else if (gameover) {
2421                 if (intermission_running) IntermissionThink(this);
2422                 return;
2423         }
2424         else if (IS_OBSERVER(this)) {
2425                 ObserverThink(this);
2426         }
2427         else if (IS_SPEC(this)) {
2428                 SpectatorThink(this);
2429         }
2430
2431         // WEAPONTODO: Add weapon request for this
2432         if (!zoomstate_set) {
2433                 SetZoomState(this,
2434                         PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2435                         || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2436                         || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2437                 );
2438     }
2439
2440         int oldspectatee_status = this.spectatee_status;
2441         if (IS_SPEC(this)) {
2442                 this.spectatee_status = etof(this.enemy);
2443         } else if (IS_OBSERVER(this)) {
2444                 this.spectatee_status = etof(this);
2445         } else {
2446                 this.spectatee_status = 0;
2447     }
2448         if (this.spectatee_status != oldspectatee_status) {
2449                 ClientData_Touch(this);
2450                 if (g_race || g_cts) race_InitSpectator();
2451         }
2452
2453         if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2454         {
2455                 this.teamkill_soundtime = 0;
2456
2457                 entity e = this.teamkill_soundsource;
2458                 entity oldpusher = e.pusher;
2459                 e.pusher = this;
2460                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2461                 e.pusher = oldpusher;
2462         }
2463
2464         if (this.taunt_soundtime && time > this.taunt_soundtime) {
2465                 this.taunt_soundtime = 0;
2466                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2467         }
2468
2469         target_voicescript_next(this);
2470
2471         // WEAPONTODO: Move into weaponsystem somehow
2472         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2473         if (PS(this).m_weapon == WEP_Null)
2474                 this.clip_load = this.clip_size = 0;
2475 }
2476
2477 void DrownPlayer(entity this)
2478 {
2479         if(IS_DEAD(this))
2480                 return;
2481
2482         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2483         {
2484                 if(this.air_finished < time)
2485                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2486                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2487                 this.dmg = 2;
2488         }
2489         else if (this.air_finished < time)
2490         {       // drown!
2491                 if (this.pain_finished < time)
2492                 {
2493                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2494                         this.pain_finished = time + 0.5;
2495                 }
2496         }
2497 }
2498
2499 .bool move_qcphysics;
2500
2501 void Player_Physics(entity this)
2502 {
2503         set_movetype(this, ((this.move_qcphysics) ? MOVETYPE_NONE : this.move_movetype));
2504
2505         if(!this.move_qcphysics)
2506                 return;
2507
2508         int mt = this.move_movetype;
2509
2510         if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
2511         {
2512                 this.move_qcphysics = false;
2513                 set_movetype(this, mt);
2514                 return;
2515         }
2516
2517         if(!frametime && !this.pm_frametime)
2518                 return;
2519
2520         Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2521
2522         this.pm_frametime = 0;
2523 }
2524
2525 /*
2526 =============
2527 PlayerPostThink
2528
2529 Called every frame for each client after the physics are run
2530 =============
2531 */
2532 .float idlekick_lasttimeleft;
2533 void PlayerPostThink (entity this)
2534 {
2535         Player_Physics(this);
2536
2537         if (sv_maxidle > 0)
2538         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2539         if (IS_REAL_CLIENT(this))
2540         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2541         {
2542                 int totalClients = 0;
2543                 if(sv_maxidle_slots > 0)
2544                 {
2545                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2546                         {
2547                                 ++totalClients;
2548                         });
2549                 }
2550
2551                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2552                 { /* do nothing */ }
2553                 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2554                 {
2555                         if (this.idlekick_lasttimeleft)
2556                         {
2557                                 this.idlekick_lasttimeleft = 0;
2558                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2559                         }
2560                 }
2561                 else
2562                 {
2563                         float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2564                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2565                                 if (!this.idlekick_lasttimeleft)
2566                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2567                         }
2568                         if (timeleft <= 0) {
2569                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2570                                 dropclient(this);
2571                                 return;
2572                         }
2573                         else if (timeleft <= 10) {
2574                                 if (timeleft != this.idlekick_lasttimeleft) {
2575                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2576                 }
2577                                 this.idlekick_lasttimeleft = timeleft;
2578                         }
2579                 }
2580         }
2581
2582         CheatFrame(this);
2583
2584         //CheckPlayerJump();
2585
2586         if (IS_PLAYER(this)) {
2587                 DrownPlayer(this);
2588                 CheckRules_Player(this);
2589                 UpdateChatBubble(this);
2590                 if (this.impulse) ImpulseCommands(this);
2591                 if (intermission_running) return; // intermission or finale
2592                 GetPressedKeys(this);
2593         }
2594
2595         if (this.waypointsprite_attachedforcarrier) {
2596             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2597                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2598     }
2599
2600         playerdemo_write(this);
2601
2602         CSQCMODEL_AUTOUPDATE(this);
2603 }