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1 #include "client.qh"
2
3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/bot/default/waypoints.qh>
50 #include <server/campaign.qh>
51 #include <server/chat.qh>
52 #include <server/cheats.qh>
53 #include <server/clientkill.qh>
54 #include <server/command/common.qh>
55 #include <server/command/common.qh>
56 #include <server/command/vote.qh>
57 #include <server/compat/quake3.qh>
58 #include <server/damage.qh>
59 #include <server/gamelog.qh>
60 #include <server/handicap.qh>
61 #include <server/hook.qh>
62 #include <server/impulse.qh>
63 #include <server/intermission.qh>
64 #include <server/ipban.qh>
65 #include <server/main.qh>
66 #include <server/mutators/_mod.qh>
67 #include <server/player.qh>
68 #include <server/portals.qh>
69 #include <server/race.qh>
70 #include <server/scores.qh>
71 #include <server/scores_rules.qh>
72 #include <server/spawnpoints.qh>
73 #include <server/teamplay.qh>
74 #include <server/weapons/accuracy.qh>
75 #include <server/weapons/common.qh>
76 #include <server/weapons/hitplot.qh>
77 #include <server/weapons/selection.qh>
78 #include <server/weapons/tracing.qh>
79 #include <server/weapons/weaponsystem.qh>
80 #include <server/world.qh>
81
82 STATIC_METHOD(Client, Add, void(Client this, int _team))
83 {
84     ClientConnect(this);
85     TRANSMUTE(Player, this);
86     this.frame = 12; // 7
87     this.team = _team;
88     PutClientInServer(this);
89 }
90
91 STATIC_METHOD(Client, Remove, void(Client this))
92 {
93     TRANSMUTE(Observer, this);
94     PutClientInServer(this);
95     ClientDisconnect(this);
96 }
97
98 void send_CSQC_teamnagger() {
99         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
100 }
101
102 int CountSpectators(entity player, entity to)
103 {
104         if(!player) { return 0; } // not sure how, but best to be safe
105
106         int spec_count = 0;
107
108         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109         {
110                 spec_count++;
111         });
112
113         return spec_count;
114 }
115
116 void WriteSpectators(entity player, entity to)
117 {
118         if(!player) { return; } // not sure how, but best to be safe
119
120         int spec_count = 0;
121         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122         {
123                 if(spec_count >= MAX_SPECTATORS)
124                         break;
125                 WriteByte(MSG_ENTITY, num_for_edict(it));
126                 ++spec_count;
127         });
128 }
129
130 bool ClientData_Send(entity this, entity to, int sf)
131 {
132         assert(to == this.owner, return false);
133
134         entity e = to;
135         if (IS_SPEC(e)) e = e.enemy;
136
137         sf = 0;
138         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
139         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
140         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
141         if (observe_blocked_if_eliminated && INGAME(to))
142                                         sf |= BIT(3); // observing blocked
143         if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
144                                         sf |= BIT(4); // show spectators
145
146         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
147         WriteByte(MSG_ENTITY, sf);
148
149         if (sf & BIT(1))
150                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
151
152         if(sf & BIT(4))
153         {
154                 float specs = CountSpectators(e, to);
155                 WriteByte(MSG_ENTITY, specs);
156                 WriteSpectators(e, to);
157         }
158
159         return true;
160 }
161
162 void ClientData_Attach(entity this)
163 {
164         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
165         CS(this).clientdata.drawonlytoclient = this;
166         CS(this).clientdata.owner = this;
167 }
168
169 void ClientData_Detach(entity this)
170 {
171         delete(CS(this).clientdata);
172         CS(this).clientdata = NULL;
173 }
174
175 void ClientData_Touch(entity e)
176 {
177         entity cd = CS(e).clientdata;
178         if (cd) { cd.SendFlags = 1; }
179
180         // make it spectatable
181         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
182         {
183                 entity cd = CS(it).clientdata;
184                 if (cd) { cd.SendFlags = 1; }
185         });
186 }
187
188
189 /*
190 =============
191 CheckPlayerModel
192
193 Checks if the argument string can be a valid playermodel.
194 Returns a valid one in doubt.
195 =============
196 */
197 string FallbackPlayerModel;
198 string CheckPlayerModel(string plyermodel) {
199         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
200         {
201                 // note: we cannot summon Don Strunzone here, some player may
202                 // still have the model string set. In case anyone manages how
203                 // to change a cvar default, we'll have a small leak here.
204                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
205         }
206         // only in right path
207         if(substring(plyermodel, 0, 14) != "models/player/")
208                 return FallbackPlayerModel;
209         // only good file extensions
210         if(substring(plyermodel, -4, 4) != ".iqm"
211                 && substring(plyermodel, -4, 4) != ".zym"
212                 && substring(plyermodel, -4, 4) != ".dpm"
213                 && substring(plyermodel, -4, 4) != ".md3"
214                 && substring(plyermodel, -4, 4) != ".psk")
215         {
216                 return FallbackPlayerModel;
217         }
218         // forbid the LOD models
219         if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
220                 return FallbackPlayerModel;
221         if(plyermodel != strtolower(plyermodel))
222                 return FallbackPlayerModel;
223         // also, restrict to server models
224         if(autocvar_sv_servermodelsonly)
225         {
226                 if(!fexists(plyermodel))
227                         return FallbackPlayerModel;
228         }
229         return plyermodel;
230 }
231
232 void setplayermodel(entity e, string modelname)
233 {
234         precache_model(modelname);
235         _setmodel(e, modelname);
236         player_setupanimsformodel(e);
237         if(!autocvar_g_debug_globalsounds)
238                 UpdatePlayerSounds(e);
239 }
240
241 /** putting a client as observer in the server */
242 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
243 {
244         bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
245         bool recount_ready = false;
246         PlayerState_detach(this);
247
248         if (IS_PLAYER(this))
249         {
250                 if(GetResource(this, RES_HEALTH) >= 1)
251                 {
252                         // despawn effect
253                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
254                 }
255
256                 // was a player, recount votes and ready status
257                 if(IS_REAL_CLIENT(this))
258                 {
259                         if (vote_called) { VoteCount(false); }
260                         this.ready = false;
261                         if (warmup_stage || game_starttime > time) recount_ready = true;
262                 }
263                 entcs_update_players(this);
264         }
265
266         if (use_spawnpoint)
267         {
268                 entity spot = SelectSpawnPoint(this, true);
269                 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
270                 this.angles = vec2(spot.angles);
271                 // offset it so that the spectator spawns higher off the ground, looks better this way
272                 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
273         }
274         else // change origin to restore previous view origin
275                 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
276         this.fixangle = true;
277
278         if (IS_REAL_CLIENT(this))
279         {
280                 msg_entity = this;
281                 WriteByte(MSG_ONE, SVC_SETVIEW);
282                 WriteEntity(MSG_ONE, this);
283         }
284         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
285         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
286         if(!autocvar_g_debug_globalsounds)
287         {
288                 // needed for player sounds
289                 this.model = "";
290                 FixPlayermodel(this);
291         }
292         setmodel(this, MDL_Null);
293         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
294         this.view_ofs = '0 0 0';
295
296         RemoveGrapplingHooks(this);
297         Portal_ClearAll(this);
298         Unfreeze(this, false);
299         SetSpectatee(this, NULL);
300
301         if (this.alivetime)
302         {
303                 if (!warmup_stage)
304                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
305                 this.alivetime = 0;
306         }
307
308         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
309
310         TRANSMUTE(Observer, this);
311
312         if(recount_ready) ReadyCount(); // FIXME: please add comment about why this is delayed
313
314         WaypointSprite_PlayerDead(this);
315         accuracy_resend(this);
316
317         if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
318                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
319
320         CS(this).spectatortime = time;
321         if(this.bot_attack)
322                 IL_REMOVE(g_bot_targets, this);
323         this.bot_attack = false;
324         if(this.monster_attack)
325                 IL_REMOVE(g_monster_targets, this);
326         this.monster_attack = false;
327         STAT(HUD, this) = HUD_NORMAL;
328         this.iscreature = false;
329         this.teleportable = TELEPORT_SIMPLE;
330         if(this.damagedbycontents)
331                 IL_REMOVE(g_damagedbycontents, this);
332         this.damagedbycontents = false;
333         SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
334         SetSpectatee_status(this, etof(this));
335         this.takedamage = DAMAGE_NO;
336         this.solid = SOLID_NOT;
337         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
338         this.flags = FL_CLIENT | FL_NOTARGET;
339         this.effects = 0;
340         SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
341         this.pauserotarmor_finished = 0;
342         this.pauserothealth_finished = 0;
343         this.pauseregen_finished = 0;
344         this.damageforcescale = 0;
345         this.death_time = 0;
346         this.respawn_flags = 0;
347         this.respawn_time = 0;
348         STAT(RESPAWN_TIME, this) = 0;
349         this.alpha = 0;
350         this.scale = 0;
351         this.fade_time = 0;
352         this.pain_finished = 0;
353         STAT(AIR_FINISHED, this) = 0;
354         //this.dphitcontentsmask = 0;
355         this.dphitcontentsmask = DPCONTENTS_SOLID;
356         if (autocvar_g_playerclip_collisions)
357                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
358         this.pushltime = 0;
359         this.istypefrag = 0;
360         setthink(this, func_null);
361         this.nextthink = 0;
362         this.deadflag = DEAD_NO;
363         UNSET_DUCKED(this);
364         STAT(REVIVE_PROGRESS, this) = 0;
365         this.revival_time = 0;
366         this.draggable = drag_undraggable;
367
368         player_powerups_remove_all(this);
369         this.items = 0;
370         STAT(WEAPONS, this) = '0 0 0';
371         this.drawonlytoclient = this;
372
373         this.viewloc = NULL;
374
375         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
376
377         this.weaponmodel = "";
378         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
379         {
380                 this.weaponentities[slot] = NULL;
381         }
382         this.exteriorweaponentity = NULL;
383         CS(this).killcount = FRAGS_SPECTATOR;
384         this.velocity = '0 0 0';
385         this.avelocity = '0 0 0';
386         this.punchangle = '0 0 0';
387         this.punchvector = '0 0 0';
388         this.oldvelocity = this.velocity;
389         this.event_damage = func_null;
390         this.event_heal = func_null;
391
392         for(int slot = 0; slot < MAX_AXH; ++slot)
393         {
394                 entity axh = this.(AuxiliaryXhair[slot]);
395                 this.(AuxiliaryXhair[slot]) = NULL;
396
397                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
398                         delete(axh);
399         }
400
401         if (mutator_returnvalue)
402         {
403                 // mutator prevents resetting teams+score
404         }
405         else
406         {
407                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
408                 this.frags = FRAGS_SPECTATOR;
409         }
410
411         bot_relinkplayerlist();
412
413         if (CS(this).just_joined)
414                 CS(this).just_joined = false;
415 }
416
417 int player_getspecies(entity this)
418 {
419         get_model_parameters(this.model, this.skin);
420         int s = get_model_parameters_species;
421         get_model_parameters(string_null, 0);
422         if (s < 0) return SPECIES_HUMAN;
423         return s;
424 }
425
426 .float model_randomizer;
427 void FixPlayermodel(entity player)
428 {
429         string defaultmodel = "";
430         int defaultskin = 0;
431         if(autocvar_sv_defaultcharacter)
432         {
433                 if(teamplay)
434                 {
435                         switch(player.team)
436                         {
437                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
438                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
439                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
440                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
441                         }
442                 }
443
444                 if(defaultmodel == "")
445                 {
446                         defaultmodel = autocvar_sv_defaultplayermodel;
447                         defaultskin = autocvar_sv_defaultplayerskin;
448                 }
449
450                 int n = tokenize_console(defaultmodel);
451                 if(n > 0)
452                 {
453                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
454                         // However, do NOT randomize if the player-selected model is in the list.
455                         for (int i = 0; i < n; ++i)
456                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
457                                         defaultmodel = argv(i);
458                 }
459
460                 int i = strstrofs(defaultmodel, ":", 0);
461                 if(i >= 0)
462                 {
463                         defaultskin = stof(substring(defaultmodel, i+1, -1));
464                         defaultmodel = substring(defaultmodel, 0, i);
465                 }
466         }
467         if(autocvar_sv_defaultcharacterskin && !defaultskin)
468         {
469                 if(teamplay)
470                 {
471                         switch(player.team)
472                         {
473                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
474                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
475                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
476                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
477                         }
478                 }
479
480                 if(!defaultskin)
481                         defaultskin = autocvar_sv_defaultplayerskin;
482         }
483
484         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
485         defaultmodel = M_ARGV(0, string);
486         defaultskin = M_ARGV(1, int);
487
488         bool chmdl = false;
489         int oldskin;
490         if(defaultmodel != "")
491         {
492                 if (defaultmodel != player.model)
493                 {
494                         vector m1 = player.mins;
495                         vector m2 = player.maxs;
496                         setplayermodel (player, defaultmodel);
497                         setsize (player, m1, m2);
498                         chmdl = true;
499                 }
500
501                 oldskin = player.skin;
502                 player.skin = defaultskin;
503         } else {
504                 if (player.playermodel != player.model || player.playermodel == "")
505                 {
506                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
507                         vector m1 = player.mins;
508                         vector m2 = player.maxs;
509                         setplayermodel (player, player.playermodel);
510                         setsize (player, m1, m2);
511                         chmdl = true;
512                 }
513
514                 if(!autocvar_sv_defaultcharacterskin)
515                 {
516                         oldskin = player.skin;
517                         player.skin = stof(player.playerskin);
518                 }
519                 else
520                 {
521                         oldskin = player.skin;
522                         player.skin = defaultskin;
523                 }
524         }
525
526         if(chmdl || oldskin != player.skin) // model or skin has changed
527         {
528                 player.species = player_getspecies(player); // update species
529                 if(!autocvar_g_debug_globalsounds)
530                         UpdatePlayerSounds(player); // update skin sounds
531         }
532
533         if(!teamplay)
534                 if(strlen(autocvar_sv_defaultplayercolors))
535                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
536                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
537 }
538
539 void GiveWarmupResources(entity this)
540 {
541         SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
542         SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
543         SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
544         SetResource(this, RES_CELLS, warmup_start_ammo_cells);
545         SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
546         SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
547         SetResource(this, RES_HEALTH, warmup_start_health);
548         SetResource(this, RES_ARMOR, warmup_start_armorvalue);
549         STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
550 }
551
552 void PutPlayerInServer(entity this)
553 {
554         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
555
556         PlayerState_attach(this);
557         accuracy_resend(this);
558
559         if (teamplay && this.bot_forced_team)
560                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
561
562         if (this.team < 0)
563                 TeamBalance_JoinBestTeam(this);
564
565         entity spot = SelectSpawnPoint(this, false);
566         if (!spot) {
567                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
568                 return; // spawn failed
569         }
570
571         TRANSMUTE(Player, this);
572
573         CS(this).wasplayer = true;
574         this.iscreature = true;
575         this.teleportable = TELEPORT_NORMAL;
576         if(!this.damagedbycontents)
577                 IL_PUSH(g_damagedbycontents, this);
578         this.damagedbycontents = true;
579         set_movetype(this, MOVETYPE_WALK);
580         this.solid = SOLID_SLIDEBOX;
581         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
582         if (autocvar_g_playerclip_collisions)
583                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
584         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
585                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
586         this.frags = FRAGS_PLAYER;
587         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
588         this.flags = FL_CLIENT | FL_PICKUPITEMS;
589         if (autocvar__notarget)
590                 this.flags |= FL_NOTARGET;
591         this.takedamage = DAMAGE_AIM;
592         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
593
594         if (warmup_stage)
595                 GiveWarmupResources(this);
596         else
597         {
598                 SetResource(this, RES_SHELLS, start_ammo_shells);
599                 SetResource(this, RES_BULLETS, start_ammo_nails);
600                 SetResource(this, RES_ROCKETS, start_ammo_rockets);
601                 SetResource(this, RES_CELLS, start_ammo_cells);
602                 SetResource(this, RES_PLASMA, start_ammo_plasma);
603                 SetResource(this, RES_FUEL, start_ammo_fuel);
604                 SetResource(this, RES_HEALTH, start_health);
605                 SetResource(this, RES_ARMOR, start_armorvalue);
606                 STAT(WEAPONS, this) = start_weapons;
607                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
608                 {
609                         GiveRandomWeapons(this, random_start_weapons_count,
610                                 autocvar_g_random_start_weapons, random_start_ammo);
611                 }
612         }
613         SetSpectatee_status(this, 0);
614
615         PS(this).dual_weapons = '0 0 0';
616
617         if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
618                 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
619
620         this.items = start_items;
621
622         float shieldtime = time + autocvar_g_spawnshieldtime;
623
624         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
625         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
626         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
627         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
628         if (!sv_ready_restart_after_countdown && time < game_starttime)
629         {
630                 float f = game_starttime - time;
631                 shieldtime += f;
632                 this.pauserotarmor_finished += f;
633                 this.pauserothealth_finished += f;
634                 this.pauseregen_finished += f;
635         }
636
637         StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
638
639         this.damageforcescale = autocvar_g_player_damageforcescale;
640         this.death_time = 0;
641         this.respawn_flags = 0;
642         this.respawn_time = 0;
643         STAT(RESPAWN_TIME, this) = 0;
644         this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
645         this.fade_time = 0;
646         this.pain_finished = 0;
647         this.pushltime = 0;
648         setthink(this, func_null); // players have no think function
649         this.nextthink = 0;
650         this.dmg_team = 0;
651         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
652
653         this.deadflag = DEAD_NO;
654
655         this.angles = spot.angles;
656         this.angles_z = 0; // never spawn tilted even if the spot says to
657         if (IS_BOT_CLIENT(this))
658         {
659                 this.v_angle = this.angles;
660                 bot_aim_reset(this);
661         }
662         this.fixangle = true; // turn this way immediately
663         this.oldvelocity = this.velocity = '0 0 0';
664         this.avelocity = '0 0 0';
665         this.punchangle = '0 0 0';
666         this.punchvector = '0 0 0';
667
668         STAT(REVIVE_PROGRESS, this) = 0;
669         this.revival_time = 0;
670
671         STAT(AIR_FINISHED, this) = 0;
672         this.waterlevel = WATERLEVEL_NONE;
673         this.watertype = CONTENT_EMPTY;
674
675         entity spawnevent = new_pure(spawnevent);
676         spawnevent.owner = this;
677         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
678
679         // Cut off any still running player sounds.
680         stopsound(this, CH_PLAYER_SINGLE);
681
682         this.model = "";
683         FixPlayermodel(this);
684         this.drawonlytoclient = NULL;
685
686         this.viewloc = NULL;
687
688         for(int slot = 0; slot < MAX_AXH; ++slot)
689         {
690                 entity axh = this.(AuxiliaryXhair[slot]);
691                 this.(AuxiliaryXhair[slot]) = NULL;
692
693                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
694                         delete(axh);
695         }
696
697         this.spawnpoint_targ = NULL;
698
699         UNSET_DUCKED(this);
700         this.view_ofs = STAT(PL_VIEW_OFS, this);
701         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
702         this.spawnorigin = spot.origin;
703         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
704         // don't reset back to last position, even if new position is stuck in solid
705         this.oldorigin = this.origin;
706         if(this.conveyor)
707                 IL_REMOVE(g_conveyed, this);
708         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
709         if(this.swampslug)
710                 IL_REMOVE(g_swamped, this);
711         this.swampslug = NULL;
712         this.swamp_interval = 0;
713         if(this.ladder_entity)
714                 IL_REMOVE(g_ladderents, this);
715         this.ladder_entity = NULL;
716         IL_EACH(g_counters, it.realowner == this,
717         {
718                 delete(it);
719         });
720         STAT(HUD, this) = HUD_NORMAL;
721
722         this.event_damage = PlayerDamage;
723         this.event_heal = PlayerHeal;
724
725         this.draggable = func_null;
726
727         if(!this.bot_attack)
728                 IL_PUSH(g_bot_targets, this);
729         this.bot_attack = true;
730         if(!this.monster_attack)
731                 IL_PUSH(g_monster_targets, this);
732         this.monster_attack = true;
733         navigation_dynamicgoal_init(this, false);
734
735         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
736
737         // player was spectator
738         if (CS(this).killcount == FRAGS_SPECTATOR) {
739                 PlayerScore_Clear(this);
740                 CS(this).killcount = 0;
741                 CS(this).startplaytime = time;
742         }
743
744         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
745         {
746                 .entity weaponentity = weaponentities[slot];
747                 CL_SpawnWeaponentity(this, weaponentity);
748         }
749         this.alpha = default_player_alpha;
750         this.colormod = '1 1 1' * autocvar_g_player_brightness;
751         this.exteriorweaponentity.alpha = default_weapon_alpha;
752
753         this.speedrunning = false;
754
755         this.counter_cnt = 0;
756         this.fragsfilter_cnt = 0;
757
758         target_voicescript_clear(this);
759
760         // reset fields the weapons may use
761         FOREACH(Weapons, true, {
762                 it.wr_resetplayer(it, this);
763                         // reload all reloadable weapons
764                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
765                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
766                         {
767                                 .entity weaponentity = weaponentities[slot];
768                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
769                         }
770                 }
771         });
772
773         Unfreeze(this, false);
774
775         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
776         {
777                 string s = spot.target;
778                 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
779                         spot.target = string_null;
780                 SUB_UseTargets(spot, this, NULL);
781                 if(g_assault || g_race)
782                         spot.target = s;
783         }
784
785         if (autocvar_spawn_debug)
786         {
787                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
788                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
789         }
790
791         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
792         {
793                 .entity weaponentity = weaponentities[slot];
794                 entity w_ent = this.(weaponentity);
795                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
796                         w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
797                 else
798                         w_ent.m_switchweapon = WEP_Null;
799                 w_ent.m_weapon = WEP_Null;
800                 w_ent.weaponname = "";
801                 w_ent.m_switchingweapon = WEP_Null;
802                 w_ent.cnt = -1;
803         }
804
805         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
806
807         if (CS(this).impulse) ImpulseCommands(this);
808
809         W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
810         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
811         {
812                 .entity weaponentity = weaponentities[slot];
813                 W_WeaponFrame(this, weaponentity);
814         }
815
816         if (!warmup_stage && !this.alivetime)
817                 this.alivetime = time;
818
819         antilag_clear(this, CS(this));
820
821         if (warmup_stage < 0 || warmup_stage > 1)
822                 ReadyCount();
823 }
824
825 /** Called when a client spawns in the server */
826 void PutClientInServer(entity this)
827 {
828         if (IS_REAL_CLIENT(this)) {
829                 msg_entity = this;
830                 WriteByte(MSG_ONE, SVC_SETVIEW);
831                 WriteEntity(MSG_ONE, this);
832         }
833         if (game_stopped)
834                 TRANSMUTE(Observer, this);
835
836         bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
837         SetSpectatee(this, NULL);
838
839         // reset player keys
840         if(PS(this))
841                 PS(this).itemkeys = 0;
842
843         MUTATOR_CALLHOOK(PutClientInServer, this);
844
845         if (IS_OBSERVER(this)) {
846                 PutObserverInServer(this, false, use_spawnpoint);
847         } else if (IS_PLAYER(this)) {
848                 PutPlayerInServer(this);
849         }
850
851         bot_relinkplayerlist();
852 }
853
854 // TODO do we need all these fields, or should we stop autodetecting runtime
855 // changes and just have a console command to update this?
856 bool ClientInit_SendEntity(entity this, entity to, int sf)
857 {
858         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
859         return = true;
860         msg_entity = to;
861         // MSG_INIT replacement
862         // TODO: make easier to use
863         Registry_send_all();
864         W_PROP_reload(MSG_ONE, to);
865         ClientInit_misc(this);
866         MUTATOR_CALLHOOK(Ent_Init);
867 }
868 void ClientInit_misc(entity this)
869 {
870         int channel = MSG_ONE;
871         WriteHeader(channel, ENT_CLIENT_INIT);
872         WriteByte(channel, g_nexball_meter_period * 32);
873         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
874         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
875         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
876         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
877         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
878         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
879         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
880         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
881
882         if(autocvar_sv_foginterval && world.fog != "")
883                 WriteString(channel, world.fog);
884         else
885                 WriteString(channel, "");
886         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
887         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
888         WriteByte(channel, serverflags);
889         WriteCoord(channel, autocvar_g_trueaim_minrange);
890 }
891
892 void ClientInit_CheckUpdate(entity this)
893 {
894         this.nextthink = time;
895         if(this.count != autocvar_g_balance_armor_blockpercent)
896         {
897                 this.count = autocvar_g_balance_armor_blockpercent;
898                 this.SendFlags |= 1;
899         }
900         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
901         {
902                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
903                 this.SendFlags |= 1;
904         }
905 }
906
907 void ClientInit_Spawn()
908 {
909         entity e = new_pure(clientinit);
910         setthink(e, ClientInit_CheckUpdate);
911         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
912
913         ClientInit_CheckUpdate(e);
914 }
915
916 /*
917 =============
918 SetNewParms
919 =============
920 */
921 void SetNewParms ()
922 {
923         // initialize parms for a new player
924         parm1 = -(86400 * 366);
925
926         MUTATOR_CALLHOOK(SetNewParms);
927 }
928
929 /*
930 =============
931 SetChangeParms
932 =============
933 */
934 void SetChangeParms (entity this)
935 {
936         // save parms for level change
937         parm1 = CS(this).parm_idlesince - time;
938
939         MUTATOR_CALLHOOK(SetChangeParms);
940 }
941
942 /*
943 =============
944 DecodeLevelParms
945 =============
946 */
947 void DecodeLevelParms(entity this)
948 {
949         // load parms
950         CS(this).parm_idlesince = parm1;
951         if (CS(this).parm_idlesince == -(86400 * 366))
952                 CS(this).parm_idlesince = time;
953
954         // whatever happens, allow 60 seconds of idling directly after connect for map loading
955         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
956
957         MUTATOR_CALLHOOK(DecodeLevelParms);
958 }
959
960 void FixClientCvars(entity e)
961 {
962         // send prediction settings to the client
963         if(autocvar_g_antilag == 3) // client side hitscan
964                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
965         if(autocvar_sv_gentle)
966                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
967
968         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
969         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
970
971         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
972
973         MUTATOR_CALLHOOK(FixClientCvars, e);
974 }
975
976 bool findinlist_abbrev(string tofind, string list)
977 {
978         if(list == "" || tofind == "")
979                 return false; // empty list or search, just return
980
981         // this function allows abbreviated strings!
982         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
983         {
984                 return true;
985         });
986
987         return false;
988 }
989
990 bool PlayerInIPList(entity p, string iplist)
991 {
992         // some safety checks (never allow local?)
993         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
994                 return false;
995
996         return findinlist_abbrev(p.netaddress, iplist);
997 }
998
999 bool PlayerInIDList(entity p, string idlist)
1000 {
1001         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1002         if(!p.crypto_idfp)
1003                 return false;
1004
1005         return findinlist_abbrev(p.crypto_idfp, idlist);
1006 }
1007
1008 bool PlayerInList(entity player, string list)
1009 {
1010         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1011 }
1012
1013 #ifdef DP_EXT_PRECONNECT
1014 /*
1015 =============
1016 ClientPreConnect
1017
1018 Called once (not at each match start) when a client begins a connection to the server
1019 =============
1020 */
1021 void ClientPreConnect(entity this)
1022 {
1023         if(autocvar_sv_eventlog)
1024         {
1025                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1026                         this.playerid,
1027                         etof(this),
1028                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1029                 ));
1030         }
1031 }
1032 #endif
1033
1034 // NOTE csqc uses the active mutators list sent by this function
1035 // to understand which mutators are enabled
1036 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1037 void SendWelcomeMessage(entity this, int msg_type)
1038 {
1039         WriteByte(msg_type, boolean(autocvar_g_campaign));
1040         if (boolean(autocvar_g_campaign))
1041         {
1042                 WriteString(msg_type, Campaign_GetTitle());
1043                 WriteByte(msg_type, Campaign_GetLevelNum());
1044                 WriteString(msg_type, Campaign_GetMessage());
1045                 return;
1046         }
1047         WriteString(msg_type, autocvar_hostname);
1048         WriteString(msg_type, autocvar_g_xonoticversion);
1049         WriteByte(msg_type, CS(this).version_mismatch);
1050         WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1051         WriteByte(msg_type, autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers);
1052         WriteByte(msg_type, GetPlayerLimit());
1053
1054         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1055         string modifications = M_ARGV(0, string);
1056
1057         if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1058                 modifications = strcat(modifications, ", No start weapons");
1059         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1060                 modifications = strcat(modifications, ", Low gravity");
1061         if(g_weapon_stay && !g_cts)
1062                 modifications = strcat(modifications, ", Weapons stay");
1063         if(autocvar_g_jetpack)
1064                 modifications = strcat(modifications, ", Jetpack");
1065         modifications = substring(modifications, 2, strlen(modifications) - 2);
1066
1067         WriteString(msg_type, modifications);
1068
1069         WriteString(msg_type, g_weaponarena_list);
1070
1071         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1072         {
1073                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1074                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1075         }
1076
1077         WriteString(msg_type, cache_mutatormsg);
1078
1079         WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1080 }
1081
1082 /**
1083 =============
1084 ClientConnect
1085
1086 Called when a client connects to the server
1087 =============
1088 */
1089 void ClientConnect(entity this)
1090 {
1091         if (Ban_MaybeEnforceBanOnce(this)) return;
1092         assert(!IS_CLIENT(this), return);
1093         this.flags |= FL_CLIENT;
1094         assert(player_count >= 0, player_count = 0);
1095
1096         TRANSMUTE(Client, this);
1097         CS(this).version_nagtime = time + 10 + random() * 10;
1098
1099         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1100
1101         bot_clientconnect(this);
1102
1103         Player_DetermineForcedTeam(this);
1104
1105         TRANSMUTE(Observer, this);
1106
1107         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1108
1109         // always track bots, don't ask for cl_allow_uidtracking
1110         if (IS_BOT_CLIENT(this))
1111                 PlayerStats_GameReport_AddPlayer(this);
1112         else
1113                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1114
1115         if (autocvar_sv_eventlog)
1116                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1117
1118         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1119
1120         stuffcmd(this, clientstuff, "\n");
1121         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1122
1123         FixClientCvars(this);
1124
1125         // get version info from player
1126         stuffcmd(this, "cmd clientversion $gameversion\n");
1127
1128         // notify about available teams
1129         if (teamplay)
1130         {
1131                 entity balance = TeamBalance_CheckAllowedTeams(this);
1132                 int t = TeamBalance_GetAllowedTeams(balance);
1133                 TeamBalance_Destroy(balance);
1134                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1135         }
1136         else
1137         {
1138                 stuffcmd(this, "set _teams_available 0\n");
1139         }
1140
1141         bot_relinkplayerlist();
1142
1143         CS(this).spectatortime = time;
1144         if (blockSpectators)
1145         {
1146                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1147         }
1148
1149         CS(this).jointime = time;
1150
1151         if (IS_REAL_CLIENT(this))
1152         {
1153                 if (g_weaponarena_weapons == WEPSET(TUBA))
1154                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1155                 // quickmenu file must be put in a subfolder with an unique name
1156                 // to reduce chances of overriding custom client quickmenus
1157                 if (waypointeditor_enabled)
1158                         stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1159                 else if (autocvar_sv_quickmenu_file != "" && strstrofs(autocvar_sv_quickmenu_file, "/", 0) && fexists(autocvar_sv_quickmenu_file))
1160                         stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1161         }
1162
1163         if (!autocvar_sv_foginterval && world.fog != "")
1164                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1165
1166         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
1167                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1168                         send_CSQC_teamnagger();
1169
1170         CSQCMODEL_AUTOINIT(this);
1171
1172         CS(this).model_randomizer = random();
1173
1174         if (IS_REAL_CLIENT(this))
1175                 sv_notice_join(this);
1176
1177         this.move_qcphysics = true;
1178
1179         // update physics stats (players can spawn before physics runs)
1180         Physics_UpdateStats(this);
1181
1182         IL_EACH(g_initforplayer, it.init_for_player, {
1183                 it.init_for_player(it, this);
1184         });
1185
1186         Handicap_Initialize(this);
1187
1188         MUTATOR_CALLHOOK(ClientConnect, this);
1189
1190         if (player_count == 1)
1191         {
1192                 if (autocvar_sv_autopause && server_is_dedicated)
1193                         setpause(0);
1194                 localcmd("\nsv_hook_firstjoin\n");
1195         }
1196 }
1197 /*
1198 =============
1199 ClientDisconnect
1200
1201 Called when a client disconnects from the server
1202 =============
1203 */
1204 .entity chatbubbleentity;
1205 void player_powerups_remove_all(entity this);
1206
1207 void ClientDisconnect(entity this)
1208 {
1209         assert(IS_CLIENT(this), return);
1210
1211         PlayerStats_GameReport_FinalizePlayer(this);
1212         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1213         if (CS(this).active_minigame) part_minigame(this);
1214         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1215
1216         if (autocvar_sv_eventlog)
1217                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1218
1219         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1220
1221         if(IS_SPEC(this))
1222                 SetSpectatee(this, NULL);
1223
1224         MUTATOR_CALLHOOK(ClientDisconnect, this);
1225
1226         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1227         strfree(CS_CVAR(this).weaponorder_byimpulse);
1228         ClientState_detach(this);
1229
1230         Portal_ClearAll(this);
1231
1232         Unfreeze(this, false);
1233
1234         RemoveGrapplingHooks(this);
1235
1236         // Here, everything has been done that requires this player to be a client.
1237
1238         this.flags &= ~FL_CLIENT;
1239
1240         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1241         if (this.killindicator) delete(this.killindicator);
1242
1243         IL_EACH(g_counters, it.realowner == this,
1244         {
1245                 delete(it);
1246         });
1247
1248         WaypointSprite_PlayerGone(this);
1249
1250         bot_relinkplayerlist();
1251
1252         strfree(this.clientstatus);
1253         if (this.personal) delete(this.personal);
1254
1255         this.playerid = 0;
1256         if (warmup_stage || game_starttime > time) ReadyCount();
1257         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1258
1259         player_powerups_remove_all(this); // stop powerup sound
1260
1261         ONREMOVE(this);
1262
1263         if (player_count == 0)
1264                 localcmd("\nsv_hook_lastleave\n");
1265 }
1266
1267 void ChatBubbleThink(entity this)
1268 {
1269         this.nextthink = time;
1270         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1271         {
1272                 if(this.owner) // but why can that ever be NULL?
1273                         this.owner.chatbubbleentity = NULL;
1274                 delete(this);
1275                 return;
1276         }
1277
1278         this.mdl = "";
1279
1280         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1281         {
1282                 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1283                         this.mdl = "models/sprites/minigame_busy.iqm";
1284                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1285                         this.mdl = "models/misc/chatbubble.spr";
1286         }
1287
1288         if ( this.model != this.mdl )
1289                 _setmodel(this, this.mdl);
1290
1291 }
1292
1293 void UpdateChatBubble(entity this)
1294 {
1295         if (this.alpha < 0)
1296                 return;
1297         // spawn a chatbubble entity if needed
1298         if (!this.chatbubbleentity)
1299         {
1300                 this.chatbubbleentity = new(chatbubbleentity);
1301                 this.chatbubbleentity.owner = this;
1302                 this.chatbubbleentity.exteriormodeltoclient = this;
1303                 setthink(this.chatbubbleentity, ChatBubbleThink);
1304                 this.chatbubbleentity.nextthink = time;
1305                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1306                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1307                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1308                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1309                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1310                 //this.chatbubbleentity.model = "";
1311                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1312         }
1313 }
1314
1315 void calculate_player_respawn_time(entity this)
1316 {
1317         if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1318                 return;
1319
1320         float gametype_setting_tmp;
1321         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1322         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1323         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1324         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1325         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1326         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1327
1328         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
1329         if (teamplay)
1330         {
1331                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1332                         if(it.team == this.team)
1333                                 ++pcount;
1334                 });
1335                 if (sdelay_small_count == 0)
1336                         sdelay_small_count = 1;
1337                 if (sdelay_large_count == 0)
1338                         sdelay_large_count = 1;
1339         }
1340         else
1341         {
1342                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1343                         ++pcount;
1344                 });
1345                 if (sdelay_small_count == 0)
1346                 {
1347                         if (IS_INDEPENDENT_PLAYER(this))
1348                         {
1349                                 // Players play independently. No point in requiring enemies.
1350                                 sdelay_small_count = 1;
1351                         }
1352                         else
1353                         {
1354                                 // Players play AGAINST each other. Enemies required.
1355                                 sdelay_small_count = 2;
1356                         }
1357                 }
1358                 if (sdelay_large_count == 0)
1359                 {
1360                         if (IS_INDEPENDENT_PLAYER(this))
1361                         {
1362                                 // Players play independently. No point in requiring enemies.
1363                                 sdelay_large_count = 1;
1364                         }
1365                         else
1366                         {
1367                                 // Players play AGAINST each other. Enemies required.
1368                                 sdelay_large_count = 2;
1369                         }
1370                 }
1371         }
1372
1373         float sdelay;
1374
1375         if (pcount <= sdelay_small_count)
1376                 sdelay = sdelay_small;
1377         else if (pcount >= sdelay_large_count)
1378                 sdelay = sdelay_large;
1379         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1380                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1381
1382         if(waves)
1383                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1384         else
1385                 this.respawn_time = time + sdelay;
1386
1387         if(sdelay < sdelay_max)
1388                 this.respawn_time_max = time + sdelay_max;
1389         else
1390                 this.respawn_time_max = this.respawn_time;
1391
1392         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1393                 this.respawn_countdown = 10; // first number to count down from is 10
1394         else
1395                 this.respawn_countdown = -1; // do not count down
1396
1397         if(autocvar_g_forced_respawn)
1398                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1399 }
1400
1401 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1402 // added to the model skins
1403 /*void UpdateColorModHack()
1404 {
1405         float c;
1406         c = this.clientcolors & 15;
1407         // LordHavoc: only bothering to support white, green, red, yellow, blue
1408              if (!teamplay) this.colormod = '0 0 0';
1409         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1410         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1411         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1412         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1413         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1414         else this.colormod = '1 1 1';
1415 }*/
1416
1417 void respawn(entity this)
1418 {
1419         bool damagedbycontents_prev = this.damagedbycontents;
1420         if(this.alpha >= 0)
1421         {
1422                 if(autocvar_g_respawn_ghosts)
1423                 {
1424                         this.solid = SOLID_NOT;
1425                         this.takedamage = DAMAGE_NO;
1426                         this.damagedbycontents = false;
1427                         set_movetype(this, MOVETYPE_FLY);
1428                         this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1429                         this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1430                         this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1431                         this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1432                         Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1433                         if(autocvar_g_respawn_ghosts_time > 0)
1434                                 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1435                 }
1436                 else
1437                         SUB_SetFade (this, time, 1); // fade out the corpse immediately
1438         }
1439
1440         CopyBody(this, 1);
1441         this.damagedbycontents = damagedbycontents_prev;
1442
1443         this.effects |= EF_NODRAW; // prevent another CopyBody
1444         PutClientInServer(this);
1445 }
1446
1447 void play_countdown(entity this, float finished, Sound samp)
1448 {
1449         TC(Sound, samp);
1450         float time_left = finished - time;
1451         if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1452                 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1453 }
1454
1455 // it removes special powerups not handled by StatusEffects
1456 void player_powerups_remove_all(entity this)
1457 {
1458         if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1459         {
1460                 // don't play the poweroff sound when the game restarts or the player disconnects
1461                 if (time > game_starttime + 1 && IS_CLIENT(this)
1462                         && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1463                 {
1464                         sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1465                 }
1466                 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1467                         stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1468                 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1469         }
1470 }
1471
1472 void player_powerups(entity this)
1473 {
1474         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1475                 this.modelflags |= MF_ROCKET;
1476         else
1477                 this.modelflags &= ~MF_ROCKET;
1478
1479         this.effects &= ~EF_NODEPTHTEST;
1480
1481         if (IS_DEAD(this))
1482                 player_powerups_remove_all(this);
1483
1484         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1485                 return;
1486
1487         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1488         int items_prev = this.items;
1489
1490         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1491         {
1492                 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1493                 if (this.items & IT_SUPERWEAPON)
1494                 {
1495                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1496                         {
1497                                 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1498                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1499                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1500                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1501                         }
1502                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1503                         {
1504                                 // don't let them run out
1505                         }
1506                         else
1507                         {
1508                                 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1509                                 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1510                                 {
1511                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1512                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1513                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1514                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1515                                 }
1516                         }
1517                 }
1518                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1519                 {
1520                         if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1521                         {
1522                                 this.items = this.items | IT_SUPERWEAPON;
1523                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1524                                 {
1525                                         if(!g_cts)
1526                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1527                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1528                                 }
1529                         }
1530                         else
1531                         {
1532                                 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1533                                         StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1534                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1535                         }
1536                 }
1537                 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1538                 {
1539                         StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1540                 }
1541         }
1542
1543         if(autocvar_g_nodepthtestplayers)
1544                 this.effects = this.effects | EF_NODEPTHTEST;
1545
1546         if(autocvar_g_fullbrightplayers)
1547                 this.effects = this.effects | EF_FULLBRIGHT;
1548
1549         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1550 }
1551
1552 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1553 {
1554         if(current > stable)
1555                 return current;
1556         else if(current > stable - 0.25) // when close enough, "snap"
1557                 return stable;
1558         else
1559                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1560 }
1561
1562 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1563 {
1564         if(current < stable)
1565                 return current;
1566         else if(current < stable + 0.25) // when close enough, "snap"
1567                 return stable;
1568         else
1569                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1570 }
1571
1572 void RotRegen(entity this, Resource res, float limit_mod,
1573         float regenstable, float regenfactor, float regenlinear, float regenframetime,
1574         float rotstable, float rotfactor, float rotlinear, float rotframetime)
1575 {
1576         float old = GetResource(this, res);
1577         float current = old;
1578         if(current > rotstable)
1579         {
1580                 if(rotframetime > 0)
1581                 {
1582                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1583                         current = max(rotstable, current - rotlinear * rotframetime);
1584                 }
1585         }
1586         else if(current < regenstable)
1587         {
1588                 if(regenframetime > 0)
1589                 {
1590                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1591                         current = min(regenstable, current + regenlinear * regenframetime);
1592                 }
1593         }
1594
1595         float limit = GetResourceLimit(this, res) * limit_mod;
1596         if(current > limit)
1597                 current = limit;
1598
1599         if (current != old)
1600                 SetResource(this, res, current);
1601 }
1602
1603 void player_regen(entity this)
1604 {
1605         float max_mod, regen_mod, rot_mod, limit_mod;
1606         max_mod = regen_mod = rot_mod = limit_mod = 1;
1607
1608         float regen_health = autocvar_g_balance_health_regen;
1609         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1610         float regen_health_rot = autocvar_g_balance_health_rot;
1611         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1612         float regen_health_stable = autocvar_g_balance_health_regenstable;
1613         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1614         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1615                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1616         max_mod = M_ARGV(1, float);
1617         regen_mod = M_ARGV(2, float);
1618         rot_mod = M_ARGV(3, float);
1619         limit_mod = M_ARGV(4, float);
1620         regen_health = M_ARGV(5, float);
1621         regen_health_linear = M_ARGV(6, float);
1622         regen_health_rot = M_ARGV(7, float);
1623         regen_health_rotlinear = M_ARGV(8, float);
1624         regen_health_stable = M_ARGV(9, float);
1625         regen_health_rotstable = M_ARGV(10, float);
1626
1627         float rotstable, regenstable, rotframetime, regenframetime;
1628
1629         if(!mutator_returnvalue)
1630         if(!STAT(FROZEN, this))
1631         {
1632                 regenstable = autocvar_g_balance_armor_regenstable;
1633                 rotstable = autocvar_g_balance_armor_rotstable;
1634                 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1635                 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1636                 RotRegen(this, RES_ARMOR, limit_mod,
1637                         regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1638                         rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1639
1640                 // NOTE: max_mod is only applied to health
1641                 regenstable = regen_health_stable * max_mod;
1642                 rotstable = regen_health_rotstable * max_mod;
1643                 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1644                 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1645                 RotRegen(this, RES_HEALTH, limit_mod,
1646                         regenstable, regen_health, regen_health_linear, regenframetime,
1647                         rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1648         }
1649
1650         // if player rotted to death...  die!
1651         // check this outside above checks, as player may still be able to rot to death
1652         if(GetResource(this, RES_HEALTH) < 1)
1653         {
1654                 if(this.vehicle)
1655                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1656                 if(this.event_damage)
1657                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1658         }
1659
1660         if (!(this.items & IT_UNLIMITED_AMMO))
1661         {
1662                 regenstable = autocvar_g_balance_fuel_regenstable;
1663                 rotstable = autocvar_g_balance_fuel_rotstable;
1664                 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1665                 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1666                 RotRegen(this, RES_FUEL, 1,
1667                         regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1668                         rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1669         }
1670 }
1671
1672 bool zoomstate_set;
1673 void SetZoomState(entity this, float newzoom)
1674 {
1675         if(newzoom != CS(this).zoomstate)
1676         {
1677                 CS(this).zoomstate = newzoom;
1678                 ClientData_Touch(this);
1679         }
1680         zoomstate_set = true;
1681 }
1682
1683 void GetPressedKeys(entity this)
1684 {
1685         MUTATOR_CALLHOOK(GetPressedKeys, this);
1686         if (game_stopped)
1687         {
1688                 CS(this).pressedkeys = 0;
1689                 STAT(PRESSED_KEYS, this) = 0;
1690                 return;
1691         }
1692
1693         // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1694         int keys = STAT(PRESSED_KEYS, this);
1695         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1696         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1697         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1698         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1699
1700         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1701         keys = BITSET(keys, KEY_CROUCH,         IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1702         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1703         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1704         CS(this).pressedkeys = keys; // store for other users
1705
1706         STAT(PRESSED_KEYS, this) = keys;
1707 }
1708
1709 /*
1710 ======================
1711 spectate mode routines
1712 ======================
1713 */
1714
1715 void SpectateCopy(entity this, entity spectatee)
1716 {
1717         TC(Client, this); TC(Client, spectatee);
1718
1719         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1720         PS(this) = PS(spectatee);
1721         this.armortype = spectatee.armortype;
1722         SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1723         SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1724         SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1725         SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1726         SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1727         SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1728         SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1729         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1730         SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1731         CS(this).impulse = 0;
1732         this.disableclientprediction = 1; // no need to run prediction on a spectator
1733         this.items = spectatee.items;
1734         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1735         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1736         STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1737         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1738         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1739         this.punchangle = spectatee.punchangle;
1740         this.view_ofs = spectatee.view_ofs;
1741         this.velocity = spectatee.velocity;
1742         this.dmg_take = spectatee.dmg_take;
1743         this.dmg_save = spectatee.dmg_save;
1744         this.dmg_inflictor = spectatee.dmg_inflictor;
1745         this.v_angle = spectatee.v_angle;
1746         this.angles = spectatee.v_angle;
1747         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1748         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1749         this.viewloc = spectatee.viewloc;
1750         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1751                 this.fixangle = true;
1752         setorigin(this, spectatee.origin);
1753         setsize(this, spectatee.mins, spectatee.maxs);
1754         SetZoomState(this, CS(spectatee).zoomstate);
1755
1756     anticheat_spectatecopy(this, spectatee);
1757         STAT(HUD, this) = STAT(HUD, spectatee);
1758         if(spectatee.vehicle)
1759     {
1760         this.angles = spectatee.v_angle;
1761
1762         //this.fixangle = false;
1763         //this.velocity = spectatee.vehicle.velocity;
1764         this.vehicle_health = spectatee.vehicle_health;
1765         this.vehicle_shield = spectatee.vehicle_shield;
1766         this.vehicle_energy = spectatee.vehicle_energy;
1767         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1768         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1769         this.vehicle_reload1 = spectatee.vehicle_reload1;
1770         this.vehicle_reload2 = spectatee.vehicle_reload2;
1771
1772         //msg_entity = this;
1773
1774        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1775             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1776            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1777            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1778
1779         //WriteByte (MSG_ONE, SVC_SETVIEW);
1780         //    WriteEntity(MSG_ONE, this);
1781         //makevectors(spectatee.v_angle);
1782         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1783     }
1784 }
1785
1786 bool SpectateUpdate(entity this)
1787 {
1788         if(!this.enemy)
1789                 return false;
1790
1791         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1792         {
1793                 SetSpectatee(this, NULL);
1794                 return false;
1795         }
1796
1797         SpectateCopy(this, this.enemy);
1798
1799         return true;
1800 }
1801
1802 bool SpectateSet(entity this)
1803 {
1804         if(!IS_PLAYER(this.enemy))
1805                 return false;
1806
1807         ClientData_Touch(this.enemy);
1808
1809         msg_entity = this;
1810         WriteByte(MSG_ONE, SVC_SETVIEW);
1811         WriteEntity(MSG_ONE, this.enemy);
1812         set_movetype(this, MOVETYPE_NONE);
1813         accuracy_resend(this);
1814
1815         if(!SpectateUpdate(this))
1816                 PutObserverInServer(this, false, true);
1817
1818         return true;
1819 }
1820
1821 void SetSpectatee_status(entity this, int spectatee_num)
1822 {
1823         int oldspectatee_status = CS(this).spectatee_status;
1824         CS(this).spectatee_status = spectatee_num;
1825
1826         if (CS(this).spectatee_status != oldspectatee_status)
1827         {
1828                 if (STAT(PRESSED_KEYS, this))
1829                 {
1830                         CS(this).pressedkeys = 0;
1831                         STAT(PRESSED_KEYS, this) = 0;
1832                 }
1833                 ClientData_Touch(this);
1834                 if (g_race || g_cts) race_InitSpectator();
1835         }
1836 }
1837
1838 void SetSpectatee(entity this, entity spectatee)
1839 {
1840         if(IS_BOT_CLIENT(this))
1841                 return; // bots abuse .enemy, this code is useless to them
1842
1843         entity old_spectatee = this.enemy;
1844
1845         this.enemy = spectatee;
1846
1847         // WEAPONTODO
1848         // these are required to fix the spectator bug with arc
1849         if(old_spectatee)
1850         {
1851                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1852                 {
1853                         .entity weaponentity = weaponentities[slot];
1854                         if(old_spectatee.(weaponentity).arc_beam)
1855                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1856                 }
1857         }
1858         if(spectatee)
1859         {
1860                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1861                 {
1862                         .entity weaponentity = weaponentities[slot];
1863                         if(spectatee.(weaponentity).arc_beam)
1864                                 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1865                 }
1866         }
1867
1868         if (spectatee)
1869                 SetSpectatee_status(this, etof(spectatee));
1870
1871         // needed to update spectator list
1872         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1873 }
1874
1875 bool Spectate(entity this, entity pl)
1876 {
1877         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1878                 return false;
1879         pl = M_ARGV(1, entity);
1880
1881         SetSpectatee(this, pl);
1882         return SpectateSet(this);
1883 }
1884
1885 bool SpectateNext(entity this)
1886 {
1887         entity ent = find(this.enemy, classname, STR_PLAYER);
1888
1889         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1890                 ent = M_ARGV(1, entity);
1891         else if (!ent)
1892                 ent = find(ent, classname, STR_PLAYER);
1893
1894         if(ent) { SetSpectatee(this, ent); }
1895
1896         return SpectateSet(this);
1897 }
1898
1899 bool SpectatePrev(entity this)
1900 {
1901         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1902         entity ent = findchain(classname, STR_PLAYER);
1903         if (!ent) // no player
1904                 return false;
1905
1906         entity first = ent;
1907         // skip players until current spectated player
1908         if(this.enemy)
1909         while(ent && ent != this.enemy)
1910                 ent = ent.chain;
1911
1912         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1913         {
1914                 case MUT_SPECPREV_FOUND:
1915                         ent = M_ARGV(1, entity);
1916                         break;
1917                 case MUT_SPECPREV_RETURN:
1918                         return true;
1919                 case MUT_SPECPREV_CONTINUE:
1920                 default:
1921                 {
1922                         if(ent.chain)
1923                                 ent = ent.chain;
1924                         else
1925                                 ent = first;
1926                         break;
1927                 }
1928         }
1929
1930         SetSpectatee(this, ent);
1931         return SpectateSet(this);
1932 }
1933
1934 /*
1935 =============
1936 ShowRespawnCountdown()
1937
1938 Update a respawn countdown display.
1939 =============
1940 */
1941 void ShowRespawnCountdown(entity this)
1942 {
1943         float number;
1944         if(!IS_DEAD(this)) // just respawned?
1945                 return;
1946         else
1947         {
1948                 number = ceil(this.respawn_time - time);
1949                 if(number <= 0)
1950                         return;
1951                 if(number <= this.respawn_countdown)
1952                 {
1953                         this.respawn_countdown = number - 1;
1954                         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
1955                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1956                 }
1957         }
1958 }
1959
1960 .bool team_selected;
1961 bool ShowTeamSelection(entity this)
1962 {
1963         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1964                 return false;
1965         if (frametime) // once per frame is more than enough
1966                 stuffcmd(this, "_scoreboard_team_selection 1\n");
1967         return true;
1968 }
1969 void Join(entity this)
1970 {
1971         if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1972                 ReadyRestart(true);
1973
1974         TRANSMUTE(Player, this);
1975
1976         if(!this.team_selected)
1977         if(autocvar_g_campaign || autocvar_g_balance_teams)
1978                 TeamBalance_JoinBestTeam(this);
1979
1980         if(autocvar_g_campaign)
1981                 campaign_bots_may_start = true;
1982
1983         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1984
1985         PutClientInServer(this);
1986
1987         if(IS_PLAYER(this))
1988         if(teamplay && this.team != -1)
1989         {
1990         }
1991         else
1992                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1993         this.team_selected = false;
1994 }
1995
1996 int GetPlayerLimit()
1997 {
1998         if(g_duel)
1999                 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2000         // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
2001         int player_limit = (autocvar_g_maxplayers >= 0 || intermission_running) ? autocvar_g_maxplayers : map_maxplayers;
2002         MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2003         player_limit = M_ARGV(0, int);
2004         return player_limit < maxclients ? player_limit : 0;
2005 }
2006
2007 /**
2008  * Determines whether the player is allowed to join. This depends on cvar
2009  * g_maxplayers, if it isn't used this function always return true, otherwise
2010  * it checks whether the number of currently playing players exceeds g_maxplayers.
2011  * @return int number of free slots for players, 0 if none
2012  */
2013 int nJoinAllowed(entity this, entity ignore)
2014 {
2015         if(!ignore)
2016         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2017         // so report 0 free slots if restricted
2018         {
2019                 if(autocvar_g_forced_team_otherwise == "spectate")
2020                         return 0;
2021                 if(autocvar_g_forced_team_otherwise == "spectator")
2022                         return 0;
2023         }
2024
2025         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2026                 return 0; // forced spectators can never join
2027
2028         // TODO simplify this
2029         int totalClients = 0;
2030         int currentlyPlaying = 0;
2031         FOREACH_CLIENT(true, {
2032                 if(it != ignore)
2033                         ++totalClients;
2034                 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2035                         ++currentlyPlaying;
2036         });
2037
2038         int player_limit = GetPlayerLimit();
2039
2040         int free_slots = 0;
2041         if (!player_limit)
2042                 free_slots = maxclients - totalClients;
2043         else if(player_limit > 0 && currentlyPlaying < player_limit)
2044                 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2045
2046         static float msg_time = 0;
2047         if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2048         {
2049                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2050                 msg_time = time + 0.5;
2051         }
2052
2053         return free_slots;
2054 }
2055
2056 bool joinAllowed(entity this)
2057 {
2058         if (CS(this).version_mismatch) return false;
2059         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2060         if (!nJoinAllowed(this, this)) return false;
2061         if (teamplay && lockteams) return false;
2062         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2063         if (ShowTeamSelection(this)) return false;
2064         return true;
2065 }
2066
2067 .string shootfromfixedorigin;
2068 .bool dualwielding_prev;
2069 bool PlayerThink(entity this)
2070 {
2071         if (game_stopped || intermission_running) {
2072                 this.modelflags &= ~MF_ROCKET;
2073                 if(intermission_running)
2074                         IntermissionThink(this);
2075                 return false;
2076         }
2077
2078         if (timeout_status == TIMEOUT_ACTIVE) {
2079                 // don't allow the player to turn around while game is paused
2080                 // FIXME turn this into CSQC stuff
2081                 this.v_angle = this.lastV_angle;
2082                 this.angles = this.lastV_angle;
2083                 this.fixangle = true;
2084         }
2085
2086         if (frametime) player_powerups(this);
2087
2088         if (IS_DEAD(this)) {
2089                 if (this.personal && g_race_qualifying) {
2090                         if (time > this.respawn_time) {
2091                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2092                                 respawn(this);
2093                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2094                         }
2095                 } else {
2096                         if (frametime) player_anim(this);
2097
2098                         if (this.respawn_flags & RESPAWN_DENY)
2099                         {
2100                                 STAT(RESPAWN_TIME, this) = 0;
2101                                 return false;
2102                         }
2103
2104                         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));
2105
2106                         switch(this.deadflag)
2107                         {
2108                                 case DEAD_DYING:
2109                                 {
2110                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2111                                                 this.deadflag = DEAD_RESPAWNING;
2112                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2113                                                 this.deadflag = DEAD_DEAD;
2114                                         break;
2115                                 }
2116                                 case DEAD_DEAD:
2117                                 {
2118                                         if (button_pressed)
2119                                                 this.deadflag = DEAD_RESPAWNABLE;
2120                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2121                                                 this.deadflag = DEAD_RESPAWNING;
2122                                         break;
2123                                 }
2124                                 case DEAD_RESPAWNABLE:
2125                                 {
2126                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2127                                                 this.deadflag = DEAD_RESPAWNING;
2128                                         break;
2129                                 }
2130                                 case DEAD_RESPAWNING:
2131                                 {
2132                                         if (time > this.respawn_time)
2133                                         {
2134                                                 this.respawn_time = time + 1; // only retry once a second
2135                                                 this.respawn_time_max = this.respawn_time;
2136                                                 respawn(this);
2137                                         }
2138                                         break;
2139                                 }
2140                         }
2141
2142                         ShowRespawnCountdown(this);
2143
2144                         if (this.respawn_flags & RESPAWN_SILENT)
2145                                 STAT(RESPAWN_TIME, this) = 0;
2146                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2147                         {
2148                                 if (time < this.respawn_time)
2149                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2150                                 else if (this.deadflag != DEAD_RESPAWNING)
2151                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2152                         }
2153                         else
2154                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2155                 }
2156
2157                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2158                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2159                         STAT(RESPAWN_TIME, this) *= -1;
2160
2161                 return false;
2162         }
2163
2164         FixPlayermodel(this);
2165
2166         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2167                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2168                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2169         }
2170
2171         // reset gun alignment when dual wielding status changes
2172         // to ensure guns are always aligned right and left
2173         bool dualwielding = W_DualWielding(this);
2174         if(this.dualwielding_prev != dualwielding)
2175         {
2176                 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2177                 this.dualwielding_prev = dualwielding;
2178         }
2179
2180         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2181         //if(frametime)
2182         {
2183                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2184                 {
2185                         .entity weaponentity = weaponentities[slot];
2186                         if(WEP_CVAR(vortex, charge_always))
2187                                 W_Vortex_Charge(this, weaponentity, frametime);
2188                         W_WeaponFrame(this, weaponentity);
2189                 }
2190         }
2191
2192         if (frametime)
2193         {
2194                 // WEAPONTODO: Add a weapon request for this
2195                 // rot vortex charge to the charge limit
2196                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2197                 {
2198                         .entity weaponentity = weaponentities[slot];
2199                         if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2200                                 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2201                 }
2202
2203                 player_regen(this);
2204                 player_anim(this);
2205                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2206         }
2207
2208         monsters_setstatus(this);
2209
2210         return true;
2211 }
2212
2213 .bool would_spectate;
2214 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2215 void ObserverOrSpectatorThink(entity this)
2216 {
2217         bool is_spec = IS_SPEC(this);
2218         if ( CS(this).impulse )
2219         {
2220                 int r = MinigameImpulse(this, CS(this).impulse);
2221                 if (!is_spec || r)
2222                         CS(this).impulse = 0;
2223
2224                 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2225                 {
2226                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2227                         CS(this).impulse = 0;
2228                         return;
2229                 }
2230         }
2231
2232         if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2233         {
2234                 CS(this).autojoin_checked = true;
2235                 TRANSMUTE(Player, this);
2236                 PutClientInServer(this);
2237                 return;
2238         }
2239
2240         if (this.flags & FL_JUMPRELEASED) {
2241                 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2242                         this.flags &= ~FL_JUMPRELEASED;
2243                         this.flags |= FL_SPAWNING;
2244                 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2245                         || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2246                         this.flags &= ~FL_JUMPRELEASED;
2247                         if(SpectateNext(this)) {
2248                                 TRANSMUTE(Spectator, this);
2249                         } else if (is_spec) {
2250                                 TRANSMUTE(Observer, this);
2251                                 PutClientInServer(this);
2252                         }
2253                         else
2254                                 this.would_spectate = false; // unable to spectate anyone
2255                         if (is_spec)
2256                                 CS(this).impulse = 0;
2257                 } else if (is_spec) {
2258                         if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2259                                 this.flags &= ~FL_JUMPRELEASED;
2260                                 if(SpectatePrev(this)) {
2261                                         TRANSMUTE(Spectator, this);
2262                                 } else {
2263                                         TRANSMUTE(Observer, this);
2264                                         PutClientInServer(this);
2265                                 }
2266                                 CS(this).impulse = 0;
2267                         } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2268                                 if(!observe_blocked_if_eliminated || !INGAME(this)) {
2269                                         this.would_spectate = false;
2270                                         this.flags &= ~FL_JUMPRELEASED;
2271                                         TRANSMUTE(Observer, this);
2272                                         PutClientInServer(this);
2273                                 }
2274                         } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2275                                 PutObserverInServer(this, false, true);
2276                                 this.would_spectate = true;
2277                         }
2278                 }
2279                 else {
2280                         bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2281                         if (PHYS_INPUT_BUTTON_USE(this))
2282                                 wouldclip = !wouldclip;
2283                         int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2284                         set_movetype(this, preferred_movetype);
2285                 }
2286         } else { // jump pressed
2287                 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2288                         || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2289                         this.flags |= FL_JUMPRELEASED;
2290                         if(this.flags & FL_SPAWNING)
2291                         {
2292                                 this.flags &= ~FL_SPAWNING;
2293                                 if(joinAllowed(this))
2294                                         Join(this);
2295                                 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2296                                         CS(this).autojoin_checked = -1;
2297                                 return;
2298                         }
2299                 }
2300                 if(is_spec && !SpectateUpdate(this))
2301                         PutObserverInServer(this, false, true);
2302         }
2303         if (is_spec)
2304                 this.flags |= FL_CLIENT | FL_NOTARGET;
2305 }
2306
2307 void PlayerUseKey(entity this)
2308 {
2309         if (!IS_PLAYER(this))
2310                 return;
2311
2312         if(this.vehicle)
2313         {
2314                 if(!game_stopped)
2315                 {
2316                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2317                         return;
2318                 }
2319         }
2320         else if(autocvar_g_vehicles_enter)
2321         {
2322                 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2323                 {
2324                         entity head, closest_target = NULL;
2325                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2326
2327                         while(head) // find the closest acceptable target to enter
2328                         {
2329                                 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2330                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2331                                 {
2332                                         if(closest_target)
2333                                         {
2334                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2335                                                 { closest_target = head; }
2336                                         }
2337                                         else { closest_target = head; }
2338                                 }
2339
2340                                 head = head.chain;
2341                         }
2342
2343                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2344                 }
2345         }
2346
2347         // a use key was pressed; call handlers
2348         MUTATOR_CALLHOOK(PlayerUseKey, this);
2349 }
2350
2351
2352 /*
2353 =============
2354 PlayerPreThink
2355
2356 Called every frame for each client before the physics are run
2357 =============
2358 */
2359 .float last_vehiclecheck;
2360 void PlayerPreThink (entity this)
2361 {
2362         STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2363         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2364
2365         WarpZone_PlayerPhysics_FixVAngle(this);
2366
2367         if (frametime) {
2368                 // physics frames: update anticheat stuff
2369                 anticheat_prethink(this);
2370
2371                 // WORKAROUND: only use dropclient in server frames (frametime set).
2372                 // Never use it in cl_movement frames (frametime zero).
2373                 if (blockSpectators && IS_REAL_CLIENT(this)
2374                         && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2375                         && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2376                 {
2377                         if (dropclient_schedule(this))
2378                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2379                 }
2380         }
2381
2382         zoomstate_set = false;
2383
2384         // Check for nameless players
2385         if (this.netname == "" || this.netname != CS(this).netname_previous)
2386         {
2387                 bool assume_unchanged = (CS(this).netname_previous == "");
2388                 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2389                 {
2390                         int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2391                         this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2392                         sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2393                         assume_unchanged = false;
2394                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2395                 }
2396                 if (isInvisibleString(this.netname))
2397                 {
2398                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2399                         sprint(this, "Warning: invisible names are not allowed.\n");
2400                         assume_unchanged = false;
2401                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2402                 }
2403                 if (!assume_unchanged && autocvar_sv_eventlog)
2404                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2405                 strcpy(CS(this).netname_previous, this.netname);
2406         }
2407
2408         // version nagging
2409         if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2410         CS(this).version_nagtime = 0;
2411         if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2412             // git client
2413         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2414             // git server
2415             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2416         } else {
2417             int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2418             if (r < 0) { // old client
2419                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2420             } else if (r > 0) { // old server
2421                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2422             }
2423         }
2424     }
2425
2426         // GOD MODE info
2427         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2428         {
2429                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2430                 this.max_armorvalue = 0;
2431         }
2432
2433         if (frametime && IS_PLAYER(this) && time >= game_starttime)
2434         {
2435                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2436                 {
2437                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2438                         SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2439                         if (this.iceblock)
2440                                 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2441
2442                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2443                                 Unfreeze(this, false);
2444                 }
2445                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2446                 {
2447                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2448                         SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2449
2450                         if (GetResource(this, RES_HEALTH) < 1)
2451                         {
2452                                 if (this.vehicle)
2453                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2454                                 if(this.event_damage)
2455                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2456                         }
2457                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2458                                 Unfreeze(this, false);
2459                 }
2460         }
2461
2462         MUTATOR_CALLHOOK(PlayerPreThink, this);
2463
2464         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2465         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2466         {
2467                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2468                 {
2469                         if(!it.owner)
2470                         {
2471                                 if(!it.team || SAME_TEAM(this, it))
2472                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2473                                 else if(autocvar_g_vehicles_steal)
2474                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2475                         }
2476                         else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2477                         {
2478                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2479                         }
2480                 });
2481
2482                 this.last_vehiclecheck = time + 1;
2483         }
2484
2485         if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2486                 PlayerUseKey(this);
2487         CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2488
2489         if (IS_PLAYER(this)) {
2490                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2491                         error("Client can't be spawned as player on connection!");
2492                 if(!PlayerThink(this))
2493                         return;
2494         }
2495         else if (game_stopped || intermission_running) {
2496                 if(intermission_running)
2497                         IntermissionThink(this);
2498                 return;
2499         }
2500         else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2501         {
2502                 bool early_join_requested = (CS(this).autojoin_checked < 0);
2503                 CS(this).autojoin_checked = 1;
2504                 // don't do this in ClientConnect
2505                 // many things can go wrong if a client is spawned as player on connection
2506                 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2507                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2508                                 && (!teamplay || autocvar_g_balance_teams)))
2509                 {
2510                         if(joinAllowed(this))
2511                                 Join(this);
2512                         return;
2513                 }
2514         }
2515         else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2516                 ObserverOrSpectatorThink(this);
2517         }
2518
2519         // WEAPONTODO: Add weapon request for this
2520         if (!zoomstate_set) {
2521                 bool wep_zoomed = false;
2522                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2523                 {
2524                         .entity weaponentity = weaponentities[slot];
2525                         Weapon thiswep = this.(weaponentity).m_weapon;
2526                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2527                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2528                 }
2529                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2530         }
2531
2532         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2533         {
2534                 CS(this).teamkill_soundtime = 0;
2535
2536                 entity e = CS(this).teamkill_soundsource;
2537                 entity oldpusher = e.pusher;
2538                 e.pusher = this;
2539                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2540                 e.pusher = oldpusher;
2541         }
2542
2543         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2544                 CS(this).taunt_soundtime = 0;
2545                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2546         }
2547
2548         target_voicescript_next(this);
2549 }
2550
2551 void DrownPlayer(entity this)
2552 {
2553         if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2554                 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2555         {
2556                 STAT(AIR_FINISHED, this) = 0;
2557                 return;
2558         }
2559
2560         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2561         {
2562                 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2563                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2564                 STAT(AIR_FINISHED, this) = 0;
2565         }
2566         else
2567         {
2568                 if (!STAT(AIR_FINISHED, this))
2569                         STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2570                 if (STAT(AIR_FINISHED, this) < time)
2571                 {       // drown!
2572                         if (this.pain_finished < time)
2573                         {
2574                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2575                                 this.pain_finished = time + 0.5;
2576                         }
2577                 }
2578         }
2579 }
2580
2581 .bool move_qcphysics;
2582
2583 void Player_Physics(entity this)
2584 {
2585         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2586
2587         if(!this.move_qcphysics)
2588                 return;
2589
2590         if(!frametime && !CS(this).pm_frametime)
2591                 return;
2592
2593         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2594
2595         CS(this).pm_frametime = 0;
2596 }
2597
2598 /*
2599 =============
2600 PlayerPostThink
2601
2602 Called every frame for each client after the physics are run
2603 =============
2604 */
2605 void PlayerPostThink (entity this)
2606 {
2607         Player_Physics(this);
2608
2609         if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2610         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2611         if (IS_REAL_CLIENT(this))
2612         if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2613         if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2614         {
2615                 int totalClients = 0;
2616                 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2617                 {
2618                         // maxidle disabled in local matches by not counting clients (totalClients 0)
2619                         if (server_is_dedicated)
2620                         {
2621                                 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2622                                 {
2623                                         ++totalClients;
2624                                 });
2625                                 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2626                                         totalClients = 0;
2627                         }
2628                 }
2629                 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2630                 {
2631                         FOREACH_CLIENT(IS_REAL_CLIENT(it),
2632                         {
2633                                 ++totalClients;
2634                         });
2635                 }
2636
2637                 if (totalClients < autocvar_sv_maxidle_minplayers)
2638                 {
2639                         // idle kick disabled
2640                         CS(this).parm_idlesince = time;
2641                 }
2642                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2643                 {
2644                         if (CS(this).idlekick_lasttimeleft)
2645                         {
2646                                 CS(this).idlekick_lasttimeleft = 0;
2647                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2648                         }
2649                 }
2650                 else
2651                 {
2652                         float maxidle_time = autocvar_sv_maxidle;
2653                         if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2654                                 maxidle_time = autocvar_sv_maxidle_playertospectator;
2655                         float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2656                         float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2657                         if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2658                         {
2659                                 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2660                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2661                                 else
2662                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2663                         }
2664                         if (timeleft <= 0) {
2665                                 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2666                                 {
2667                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2668                                         PutObserverInServer(this, true, true);
2669                                 }
2670                                 else
2671                                 {
2672                                         if (dropclient_schedule(this))
2673                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2674                                 }
2675                                 return;
2676                         }
2677                         else if (timeleft <= countdown_time) {
2678                                 if (timeleft != CS(this).idlekick_lasttimeleft)
2679                                         play2(this, SND(TALK2));
2680                                 CS(this).idlekick_lasttimeleft = timeleft;
2681                         }
2682                 }
2683         }
2684
2685         CheatFrame(this);
2686
2687         if (game_stopped)
2688         {
2689                 this.solid = SOLID_NOT;
2690                 this.takedamage = DAMAGE_NO;
2691                 set_movetype(this, MOVETYPE_NONE);
2692                 CS(this).teamkill_complain = 0;
2693                 CS(this).teamkill_soundtime = 0;
2694                 CS(this).teamkill_soundsource = NULL;
2695         }
2696
2697         if (IS_PLAYER(this)) {
2698                 if(this.death_time == time && IS_DEAD(this))
2699                 {
2700                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2701                         // once all the damage events of this frame have been processed with normal size
2702                         this.maxs.z = 5;
2703                         setsize(this, this.mins, this.maxs);
2704                 }
2705                 DrownPlayer(this);
2706                 UpdateChatBubble(this);
2707                 if (CS(this).impulse) ImpulseCommands(this);
2708                 GetPressedKeys(this);
2709                 if (game_stopped)
2710                 {
2711                         CSQCMODEL_AUTOUPDATE(this);
2712                         return;
2713                 }
2714         }
2715         else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2716         {
2717                 CS(this).pressedkeys = 0;
2718                 STAT(PRESSED_KEYS, this) = 0;
2719         }
2720
2721         if (this.waypointsprite_attachedforcarrier) {
2722                 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2723                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2724         }
2725
2726         CSQCMODEL_AUTOUPDATE(this);
2727 }
2728
2729 // hack to copy the button fields from the client entity to the Client State
2730 void PM_UpdateButtons(entity this, entity store)
2731 {
2732         if(this.impulse)
2733                 store.impulse = this.impulse;
2734         this.impulse = 0;
2735
2736         bool typing = this.buttonchat || this.button12;
2737
2738         store.button0 = (typing) ? 0 : this.button0;
2739         //button1?!
2740         store.button2 = (typing) ? 0 : this.button2;
2741         store.button3 = (typing) ? 0 : this.button3;
2742         store.button4 = this.button4;
2743         store.button5 = (typing) ? 0 : this.button5;
2744         store.button6 = this.button6;
2745         store.button7 = this.button7;
2746         store.button8 = this.button8;
2747         store.button9 = this.button9;
2748         store.button10 = this.button10;
2749         store.button11 = this.button11;
2750         store.button12 = this.button12;
2751         store.button13 = this.button13;
2752         store.button14 = this.button14;
2753         store.button15 = this.button15;
2754         store.button16 = this.button16;
2755         store.buttonuse = this.buttonuse;
2756         store.buttonchat = this.buttonchat;
2757
2758         store.cursor_active = this.cursor_active;
2759         store.cursor_screen = this.cursor_screen;
2760         store.cursor_trace_start = this.cursor_trace_start;
2761         store.cursor_trace_endpos = this.cursor_trace_endpos;
2762         store.cursor_trace_ent = this.cursor_trace_ent;
2763
2764         store.ping = this.ping;
2765         store.ping_packetloss = this.ping_packetloss;
2766         store.ping_movementloss = this.ping_movementloss;
2767
2768         store.v_angle = this.v_angle;
2769         store.movement = this.movement;
2770 }
2771
2772 NET_HANDLE(fpsreport, bool)
2773 {
2774         int fps = ReadShort();
2775         PlayerScore_Set(sender, SP_FPS, fps);
2776         return true;
2777 }