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Remove the old weapon stats
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include "anticheat.qh"
4 #include "impulse.qh"
5 #include "player.qh"
6 #include "ipban.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
13 #include "g_hook.qh"
14 #include "command/common.qh"
15 #include "cheats.qh"
16 #include "g_world.qh"
17 #include "race.qh"
18 #include "antilag.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
22
23 #include "bot/api.qh"
24
25 #include "../common/ent_cs.qh"
26 #include "../common/wepent.qh"
27 #include <common/state.qh>
28
29 #include <common/effects/qc/globalsound.qh>
30
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
33
34 #include "../common/vehicles/all.qh"
35
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
38
39 #include "../common/net_notice.qh"
40 #include "../common/physics/player.qh"
41
42 #include "../common/items/_mod.qh"
43
44 #include "../common/mutators/mutator/waypoints/all.qh"
45
46 #include "../common/triggers/subs.qh"
47 #include "../common/triggers/triggers.qh"
48 #include "../common/triggers/trigger/secret.qh"
49
50 #include "../common/minigames/sv_minigames.qh"
51
52 #include "../common/items/inventory.qh"
53
54 #include "../common/monsters/sv_monsters.qh"
55
56 #include "../lib/warpzone/server.qh"
57
58 STATIC_METHOD(Client, Add, void(Client this, int _team))
59 {
60     ClientConnect(this);
61     TRANSMUTE(Player, this);
62     this.frame = 12; // 7
63     this.team = _team;
64     PutClientInServer(this);
65 }
66
67 void PutObserverInServer(entity this);
68
69 STATIC_METHOD(Client, Remove, void(Client this))
70 {
71     TRANSMUTE(Observer, this);
72     PutClientInServer(this);
73     ClientDisconnect(this);
74 }
75
76 void send_CSQC_teamnagger() {
77         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
78 }
79
80 int CountSpectators(entity player, entity to)
81 {
82         if(!player) { return 0; } // not sure how, but best to be safe
83
84         int spec_count = 0;
85
86         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
87         {
88                 spec_count++;
89         });
90
91         return spec_count;
92 }
93
94 void WriteSpectators(entity player, entity to)
95 {
96         if(!player) { return; } // not sure how, but best to be safe
97
98         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
99         {
100                 WriteByte(MSG_ENTITY, num_for_edict(it));
101         });
102 }
103
104 bool ClientData_Send(entity this, entity to, int sf)
105 {
106         assert(to == this.owner, return false);
107
108         entity e = to;
109         if (IS_SPEC(e)) e = e.enemy;
110
111         sf = 0;
112         if (e.race_completed)       sf |= 1; // forced scoreboard
113         if (to.spectatee_status)    sf |= 2; // spectator ent number follows
114         if (e.zoomstate)            sf |= 4; // zoomed
115         if (e.porto_v_angle_held)   sf |= 8; // angles held
116         if (autocvar_sv_showspectators) sf |= 16; // show spectators
117
118         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
119         WriteByte(MSG_ENTITY, sf);
120
121         if (sf & 2)
122         {
123                 WriteByte(MSG_ENTITY, to.spectatee_status);
124         }
125         if (sf & 8)
126         {
127                 WriteAngle(MSG_ENTITY, e.v_angle.x);
128                 WriteAngle(MSG_ENTITY, e.v_angle.y);
129         }
130
131         if(sf & 16)
132         {
133                 float specs = CountSpectators(e, to);
134                 WriteByte(MSG_ENTITY, specs);
135                 WriteSpectators(e, to);
136         }
137
138         return true;
139 }
140
141 void ClientData_Attach(entity this)
142 {
143         Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
144         this.clientdata.drawonlytoclient = this;
145         this.clientdata.owner = this;
146 }
147
148 void ClientData_Detach(entity this)
149 {
150         delete(this.clientdata);
151         this.clientdata = NULL;
152 }
153
154 void ClientData_Touch(entity e)
155 {
156         e.clientdata.SendFlags = 1;
157
158         // make it spectatable
159         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
160 }
161
162 .string netname_previous;
163
164 void SetSpectatee(entity this, entity spectatee);
165 void SetSpectatee_status(entity this, int spectatee_num);
166
167
168 /*
169 =============
170 CheckPlayerModel
171
172 Checks if the argument string can be a valid playermodel.
173 Returns a valid one in doubt.
174 =============
175 */
176 string FallbackPlayerModel;
177 string CheckPlayerModel(string plyermodel) {
178         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
179         {
180                 // note: we cannot summon Don Strunzone here, some player may
181                 // still have the model string set. In case anyone manages how
182                 // to change a cvar default, we'll have a small leak here.
183                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
184         }
185         // only in right path
186         if( substring(plyermodel,0,14) != "models/player/")
187                 return FallbackPlayerModel;
188         // only good file extensions
189         if(substring(plyermodel,-4,4) != ".zym")
190         if(substring(plyermodel,-4,4) != ".dpm")
191         if(substring(plyermodel,-4,4) != ".iqm")
192         if(substring(plyermodel,-4,4) != ".md3")
193         if(substring(plyermodel,-4,4) != ".psk")
194                 return FallbackPlayerModel;
195         // forbid the LOD models
196         if(substring(plyermodel, -9,5) == "_lod1")
197                 return FallbackPlayerModel;
198         if(substring(plyermodel, -9,5) == "_lod2")
199                 return FallbackPlayerModel;
200         if(plyermodel != strtolower(plyermodel))
201                 return FallbackPlayerModel;
202         // also, restrict to server models
203         if(autocvar_sv_servermodelsonly)
204         {
205                 if(!fexists(plyermodel))
206                         return FallbackPlayerModel;
207         }
208         return plyermodel;
209 }
210
211 void setplayermodel(entity e, string modelname)
212 {
213         precache_model(modelname);
214         _setmodel(e, modelname);
215         player_setupanimsformodel(e);
216         if(!autocvar_g_debug_globalsounds)
217                 UpdatePlayerSounds(e);
218 }
219
220 void FixPlayermodel(entity player);
221 /** putting a client as observer in the server */
222 void PutObserverInServer(entity this)
223 {
224     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
225         PlayerState_detach(this);
226
227         if (IS_PLAYER(this) && this.health >= 1) {
228         // despawn effect
229                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
230     }
231
232     {
233         entity spot = SelectSpawnPoint(this, true);
234         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
235         this.angles = spot.angles;
236         this.angles_z = 0;
237         this.fixangle = true;
238         // offset it so that the spectator spawns higher off the ground, looks better this way
239         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
240         this.prevorigin = this.origin;
241         if (IS_REAL_CLIENT(this))
242         {
243             msg_entity = this;
244             WriteByte(MSG_ONE, SVC_SETVIEW);
245             WriteEntity(MSG_ONE, this);
246         }
247         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
248         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
249         if(!autocvar_g_debug_globalsounds)
250         {
251                 // needed for player sounds
252                 this.model = "";
253                 FixPlayermodel(this);
254         }
255         setmodel(this, MDL_Null);
256         setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
257         this.view_ofs = '0 0 0';
258     }
259
260     RemoveGrapplingHooks(this);
261         Portal_ClearAll(this);
262         Unfreeze(this);
263         SetSpectatee(this, NULL);
264
265         if (this.alivetime)
266         {
267                 if (!warmup_stage)
268                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
269                 this.alivetime = 0;
270         }
271
272         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
273
274         WaypointSprite_PlayerDead(this);
275
276         if (mutator_returnvalue) {
277             // mutator prevents resetting teams+score
278         } else {
279                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
280         this.frags = FRAGS_SPECTATOR;
281         PlayerScore_Clear(this);  // clear scores when needed
282     }
283
284         if (this.killcount != FRAGS_SPECTATOR)
285         {
286                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
287                 if(!intermission_running)
288                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
289                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
290
291                 if(this.just_joined == false) {
292                         LogTeamchange(this.playerid, -1, 4);
293                 } else
294                         this.just_joined = false;
295         }
296
297         accuracy_resend(this);
298
299         this.spectatortime = time;
300         if(this.bot_attack)
301                 IL_REMOVE(g_bot_targets, this);
302         this.bot_attack = false;
303     this.hud = HUD_NORMAL;
304         TRANSMUTE(Observer, this);
305         this.iscreature = false;
306         this.teleportable = TELEPORT_SIMPLE;
307         this.damagedbycontents = false;
308         this.health = FRAGS_SPECTATOR;
309         SetSpectatee_status(this, etof(this));
310         this.takedamage = DAMAGE_NO;
311         this.solid = SOLID_NOT;
312         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
313         this.flags = FL_CLIENT | FL_NOTARGET;
314         this.armorvalue = 666;
315         this.effects = 0;
316         this.armorvalue = autocvar_g_balance_armor_start;
317         this.pauserotarmor_finished = 0;
318         this.pauserothealth_finished = 0;
319         this.pauseregen_finished = 0;
320         this.damageforcescale = 0;
321         this.death_time = 0;
322         this.respawn_flags = 0;
323         this.respawn_time = 0;
324         this.stat_respawn_time = 0;
325         this.alpha = 0;
326         this.scale = 0;
327         this.fade_time = 0;
328         this.pain_frame = 0;
329         this.pain_finished = 0;
330         this.strength_finished = 0;
331         this.invincible_finished = 0;
332         this.superweapons_finished = 0;
333         this.pushltime = 0;
334         this.istypefrag = 0;
335         setthink(this, func_null);
336         this.nextthink = 0;
337         this.deadflag = DEAD_NO;
338         this.crouch = false;
339         this.revival_time = 0;
340
341         this.items = 0;
342         this.weapons = '0 0 0';
343         this.drawonlytoclient = this;
344
345         this.weaponmodel = "";
346         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
347         {
348                 this.weaponentities[slot].hook_time = 0;
349                 this.weaponentities[slot].weaponname = "";
350                 this.weaponentities[slot] = NULL;
351         }
352         this.exteriorweaponentity = NULL;
353         this.killcount = FRAGS_SPECTATOR;
354         this.velocity = '0 0 0';
355         this.avelocity = '0 0 0';
356         this.punchangle = '0 0 0';
357         this.punchvector = '0 0 0';
358         this.oldvelocity = this.velocity;
359         this.fire_endtime = -1;
360         this.event_damage = func_null;
361 }
362
363 int player_getspecies(entity this)
364 {
365         get_model_parameters(this.model, this.skin);
366         int s = get_model_parameters_species;
367         get_model_parameters(string_null, 0);
368         if (s < 0) return SPECIES_HUMAN;
369         return s;
370 }
371
372 .float model_randomizer;
373 void FixPlayermodel(entity player)
374 {
375         string defaultmodel = "";
376         int defaultskin = 0;
377         if(autocvar_sv_defaultcharacter)
378         {
379                 if(teamplay)
380                 {
381                         string s = Static_Team_ColorName_Lower(player.team);
382                         if (s != "neutral")
383                         {
384                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
385                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
386                         }
387                 }
388
389                 if(defaultmodel == "")
390                 {
391                         defaultmodel = autocvar_sv_defaultplayermodel;
392                         defaultskin = autocvar_sv_defaultplayerskin;
393                 }
394
395                 int n = tokenize_console(defaultmodel);
396                 if(n > 0)
397                 {
398                         defaultmodel = argv(floor(n * player.model_randomizer));
399                         // However, do NOT randomize if the player-selected model is in the list.
400                         for (int i = 0; i < n; ++i)
401                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
402                                         defaultmodel = argv(i);
403                 }
404
405                 int i = strstrofs(defaultmodel, ":", 0);
406                 if(i >= 0)
407                 {
408                         defaultskin = stof(substring(defaultmodel, i+1, -1));
409                         defaultmodel = substring(defaultmodel, 0, i);
410                 }
411         }
412         if(autocvar_sv_defaultcharacterskin && !defaultskin)
413         {
414                 if(teamplay)
415                 {
416                         string s = Static_Team_ColorName_Lower(player.team);
417                         if (s != "neutral")
418                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
419                 }
420
421                 if(!defaultskin)
422                         defaultskin = autocvar_sv_defaultplayerskin;
423         }
424
425         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
426         defaultmodel = M_ARGV(0, string);
427         defaultskin = M_ARGV(1, int);
428
429         bool chmdl = false;
430         int oldskin;
431         if(defaultmodel != "")
432         {
433                 if (defaultmodel != player.model)
434                 {
435                         vector m1 = player.mins;
436                         vector m2 = player.maxs;
437                         setplayermodel (player, defaultmodel);
438                         setsize (player, m1, m2);
439                         chmdl = true;
440                 }
441
442                 oldskin = player.skin;
443                 player.skin = defaultskin;
444         } else {
445                 if (player.playermodel != player.model || player.playermodel == "")
446                 {
447                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
448                         vector m1 = player.mins;
449                         vector m2 = player.maxs;
450                         setplayermodel (player, player.playermodel);
451                         setsize (player, m1, m2);
452                         chmdl = true;
453                 }
454
455                 if(!autocvar_sv_defaultcharacterskin)
456                 {
457                         oldskin = player.skin;
458                         player.skin = stof(player.playerskin);
459                 }
460                 else
461                 {
462                         oldskin = player.skin;
463                         player.skin = defaultskin;
464                 }
465         }
466
467         if(chmdl || oldskin != player.skin) // model or skin has changed
468         {
469                 player.species = player_getspecies(player); // update species
470                 if(!autocvar_g_debug_globalsounds)
471                         UpdatePlayerSounds(player); // update skin sounds
472         }
473
474         if(!teamplay)
475                 if(strlen(autocvar_sv_defaultplayercolors))
476                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
477                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
478 }
479
480
481 /** Called when a client spawns in the server */
482 void PutClientInServer(entity this)
483 {
484         if (IS_BOT_CLIENT(this)) {
485                 TRANSMUTE(Player, this);
486         } else if (IS_REAL_CLIENT(this)) {
487                 msg_entity = this;
488                 WriteByte(MSG_ONE, SVC_SETVIEW);
489                 WriteEntity(MSG_ONE, this);
490         }
491         if (gameover) {
492                 TRANSMUTE(Observer, this);
493         }
494
495         SetSpectatee(this, NULL);
496
497         // reset player keys
498         this.itemkeys = 0;
499
500         MUTATOR_CALLHOOK(PutClientInServer, this);
501
502         if (IS_OBSERVER(this)) {
503                 PutObserverInServer(this);
504         } else if (IS_PLAYER(this)) {
505                 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
506
507                 PlayerState_attach(this);
508                 accuracy_resend(this);
509
510                 if (this.team < 0)
511                         JoinBestTeam(this, false, true);
512
513                 entity spot = SelectSpawnPoint(this, false);
514                 if (!spot) {
515                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
516                         return; // spawn failed
517                 }
518
519                 TRANSMUTE(Player, this);
520
521                 this.wasplayer = true;
522                 this.iscreature = true;
523                 this.teleportable = TELEPORT_NORMAL;
524                 this.damagedbycontents = true;
525                 set_movetype(this, MOVETYPE_WALK);
526                 this.solid = SOLID_SLIDEBOX;
527                 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
528                 if (autocvar_g_playerclip_collisions)
529                         this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
530                 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
531                         this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
532                 this.frags = FRAGS_PLAYER;
533                 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
534                 this.flags = FL_CLIENT | FL_PICKUPITEMS;
535                 if (autocvar__notarget)
536                         this.flags |= FL_NOTARGET;
537                 this.takedamage = DAMAGE_AIM;
538                 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
539                 this.dmg = 2; // WTF
540
541                 if (warmup_stage) {
542                         this.ammo_shells = warmup_start_ammo_shells;
543                         this.ammo_nails = warmup_start_ammo_nails;
544                         this.ammo_rockets = warmup_start_ammo_rockets;
545                         this.ammo_cells = warmup_start_ammo_cells;
546                         this.ammo_plasma = warmup_start_ammo_plasma;
547                         this.ammo_fuel = warmup_start_ammo_fuel;
548                         this.health = warmup_start_health;
549                         this.armorvalue = warmup_start_armorvalue;
550                         this.weapons = WARMUP_START_WEAPONS;
551                 } else {
552                         this.ammo_shells = start_ammo_shells;
553                         this.ammo_nails = start_ammo_nails;
554                         this.ammo_rockets = start_ammo_rockets;
555                         this.ammo_cells = start_ammo_cells;
556                         this.ammo_plasma = start_ammo_plasma;
557                         this.ammo_fuel = start_ammo_fuel;
558                         this.health = start_health;
559                         this.armorvalue = start_armorvalue;
560                         this.weapons = start_weapons;
561                 }
562                 SetSpectatee_status(this, 0);
563
564                 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
565
566                 this.items = start_items;
567
568                 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
569                 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
570                 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
571                 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
572                 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
573                 // extend the pause of rotting if client was reset at the beginning of the countdown
574                 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
575                         float f = game_starttime - time;
576                         this.spawnshieldtime += f;
577                         this.pauserotarmor_finished += f;
578                         this.pauserothealth_finished += f;
579                         this.pauseregen_finished += f;
580                 }
581                 this.damageforcescale = 2;
582                 this.death_time = 0;
583                 this.respawn_flags = 0;
584                 this.respawn_time = 0;
585                 this.stat_respawn_time = 0;
586                 this.scale = autocvar_sv_player_scale;
587                 this.fade_time = 0;
588                 this.pain_frame = 0;
589                 this.pain_finished = 0;
590                 this.pushltime = 0;
591                 setthink(this, func_null); // players have no think function
592                 this.nextthink = 0;
593                 this.dmg_team = 0;
594                 this.ballistics_density = autocvar_g_ballistics_density_player;
595
596                 this.deadflag = DEAD_NO;
597
598                 this.angles = spot.angles;
599                 this.angles_z = 0; // never spawn tilted even if the spot says to
600                 if (IS_BOT_CLIENT(this))
601                         this.v_angle = this.angles;
602                 this.fixangle = true; // turn this way immediately
603                 this.oldvelocity = this.velocity = '0 0 0';
604                 this.avelocity = '0 0 0';
605                 this.punchangle = '0 0 0';
606                 this.punchvector = '0 0 0';
607
608                 this.strength_finished = 0;
609                 this.invincible_finished = 0;
610                 this.fire_endtime = -1;
611                 this.revival_time = 0;
612                 this.air_finished = time + 12;
613
614                 entity spawnevent = new_pure(spawnevent);
615                 spawnevent.owner = this;
616                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
617
618                 // Cut off any still running player sounds.
619                 stopsound(this, CH_PLAYER_SINGLE);
620
621                 this.model = "";
622                 FixPlayermodel(this);
623                 this.drawonlytoclient = NULL;
624
625                 this.crouch = false;
626                 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
627                 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
628                 this.spawnorigin = spot.origin;
629                 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
630                 // don't reset back to last position, even if new position is stuck in solid
631                 this.oldorigin = this.origin;
632                 this.prevorigin = this.origin;
633                 this.lastteleporttime = time; // prevent insane speeds due to changing origin
634                 if(this.conveyor)
635                         IL_REMOVE(g_conveyed, this);
636                 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
637                 this.hud = HUD_NORMAL;
638
639                 this.event_damage = PlayerDamage;
640
641                 if(!this.bot_attack)
642                         IL_PUSH(g_bot_targets, this);
643                 this.bot_attack = true;
644                 this.monster_attack = true;
645
646                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
647
648                 if (this.killcount == FRAGS_SPECTATOR) {
649                         PlayerScore_Clear(this);
650                         this.killcount = 0;
651                 }
652
653                 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
654                 {
655                         .entity weaponentity = weaponentities[slot];
656                         CL_SpawnWeaponentity(this, weaponentity);
657                 }
658                 this.alpha = default_player_alpha;
659                 this.colormod = '1 1 1' * autocvar_g_player_brightness;
660                 this.exteriorweaponentity.alpha = default_weapon_alpha;
661
662                 this.speedrunning = false;
663
664                 target_voicescript_clear(this);
665
666                 // reset fields the weapons may use
667                 FOREACH(Weapons, true, LAMBDA(
668                         it.wr_resetplayer(it, this);
669                         // reload all reloadable weapons
670                         if (it.spawnflags & WEP_FLAG_RELOADABLE) {
671                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
672                                 {
673                                         .entity weaponentity = weaponentities[slot];
674                                         this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
675                                 }
676                         }
677                 ));
678
679                 {
680                         string s = spot.target;
681                         spot.target = string_null;
682                         SUB_UseTargets(spot, this, NULL);
683                         spot.target = s;
684                 }
685
686                 Unfreeze(this);
687
688                 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
689
690                 if (autocvar_spawn_debug)
691                 {
692                         sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
693                         delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
694                 }
695
696                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
697                 {
698                         .entity weaponentity = weaponentities[slot];
699                         if(slot == 0)
700                                 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
701                         else
702                                 this.(weaponentity).m_switchweapon = WEP_Null;
703                         this.(weaponentity).m_weapon = WEP_Null;
704                         this.(weaponentity).weaponname = "";
705                         this.(weaponentity).m_switchingweapon = WEP_Null;
706                         this.(weaponentity).cnt = -1;
707                 }
708
709                 if (!warmup_stage && !this.alivetime)
710                         this.alivetime = time;
711
712                 antilag_clear(this, CS(this));
713         }
714 }
715
716 void ClientInit_misc(entity this);
717
718 .float ebouncefactor, ebouncestop; // electro's values
719 // TODO do we need all these fields, or should we stop autodetecting runtime
720 // changes and just have a console command to update this?
721 bool ClientInit_SendEntity(entity this, entity to, int sf)
722 {
723         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
724         return = true;
725         msg_entity = to;
726         // MSG_INIT replacement
727         // TODO: make easier to use
728         Registry_send_all();
729         W_PROP_reload(MSG_ONE, to);
730         ClientInit_misc(this);
731         MUTATOR_CALLHOOK(Ent_Init);
732 }
733 void ClientInit_misc(entity this)
734 {
735         int channel = MSG_ONE;
736         WriteHeader(channel, ENT_CLIENT_INIT);
737         WriteByte(channel, g_nexball_meter_period * 32);
738         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
739         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
740         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
741         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
742         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
743         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
744         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
745         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
746
747         if(sv_foginterval && world.fog != "")
748                 WriteString(channel, world.fog);
749         else
750                 WriteString(channel, "");
751         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
752         WriteByte(channel, serverflags);
753         WriteCoord(channel, autocvar_g_trueaim_minrange);
754 }
755
756 void ClientInit_CheckUpdate(entity this)
757 {
758         this.nextthink = time;
759         if(this.count != autocvar_g_balance_armor_blockpercent)
760         {
761                 this.count = autocvar_g_balance_armor_blockpercent;
762                 this.SendFlags |= 1;
763         }
764 }
765
766 void ClientInit_Spawn()
767 {
768         entity e = new_pure(clientinit);
769         setthink(e, ClientInit_CheckUpdate);
770         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
771
772         ClientInit_CheckUpdate(e);
773 }
774
775 /*
776 =============
777 SetNewParms
778 =============
779 */
780 void SetNewParms ()
781 {
782         // initialize parms for a new player
783         parm1 = -(86400 * 366);
784
785         MUTATOR_CALLHOOK(SetNewParms);
786 }
787
788 /*
789 =============
790 SetChangeParms
791 =============
792 */
793 void SetChangeParms (entity this)
794 {
795         // save parms for level change
796         parm1 = this.parm_idlesince - time;
797
798         MUTATOR_CALLHOOK(SetChangeParms);
799 }
800
801 /*
802 =============
803 DecodeLevelParms
804 =============
805 */
806 void DecodeLevelParms(entity this)
807 {
808         // load parms
809         this.parm_idlesince = parm1;
810         if (this.parm_idlesince == -(86400 * 366))
811                 this.parm_idlesince = time;
812
813         // whatever happens, allow 60 seconds of idling directly after connect for map loading
814         this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
815
816         MUTATOR_CALLHOOK(DecodeLevelParms);
817 }
818
819 /*
820 =============
821 ClientKill
822
823 Called when a client types 'kill' in the console
824 =============
825 */
826
827 .float clientkill_nexttime;
828 void ClientKill_Now_TeamChange(entity this)
829 {
830         if(this.killindicator_teamchange == -1)
831         {
832                 JoinBestTeam( this, false, true );
833         }
834         else if(this.killindicator_teamchange == -2)
835         {
836                 if(blockSpectators)
837                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
838                 PutObserverInServer(this);
839         }
840         else
841                 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
842         this.killindicator_teamchange = 0;
843 }
844
845 void ClientKill_Now(entity this)
846 {
847         if(this.vehicle)
848         {
849             vehicles_exit(this.vehicle, VHEF_RELEASE);
850             if(!this.killindicator_teamchange)
851             {
852             this.vehicle_health = -1;
853             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
854             }
855         }
856
857         if(this.killindicator && !wasfreed(this.killindicator))
858                 delete(this.killindicator);
859
860         this.killindicator = NULL;
861
862         if(this.killindicator_teamchange)
863                 ClientKill_Now_TeamChange(this);
864
865         if(!IS_SPEC(this) && !IS_OBSERVER(this))
866                 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
867
868         // now I am sure the player IS dead
869 }
870 void KillIndicator_Think(entity this)
871 {
872         if (gameover)
873         {
874                 this.owner.killindicator = NULL;
875                 delete(this);
876                 return;
877         }
878
879         if (this.owner.alpha < 0 && !this.owner.vehicle)
880         {
881                 this.owner.killindicator = NULL;
882                 delete(this);
883                 return;
884         }
885
886         if(this.cnt <= 0)
887         {
888                 ClientKill_Now(this.owner);
889                 return;
890         }
891     else if(g_cts && this.health == 1) // health == 1 means that it's silent
892     {
893         this.nextthink = time + 1;
894         this.cnt -= 1;
895     }
896         else
897         {
898                 if(this.cnt <= 10)
899                         setmodel(this, MDL_NUM(this.cnt));
900                 if(IS_REAL_CLIENT(this.owner))
901                 {
902                         if(this.cnt <= 10)
903                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
904                 }
905                 this.nextthink = time + 1;
906                 this.cnt -= 1;
907         }
908 }
909
910 float clientkilltime;
911 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
912 {
913         float killtime;
914         float starttime;
915
916         if (gameover)
917                 return;
918
919         killtime = autocvar_g_balance_kill_delay;
920
921         if(g_race_qualifying || g_cts)
922                 killtime = 0;
923
924     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
925         return;
926
927         this.killindicator_teamchange = targetteam;
928
929     if(!this.killindicator)
930         {
931                 if(!IS_DEAD(this))
932                 {
933                         killtime = max(killtime, this.clientkill_nexttime - time);
934                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
935                 }
936
937                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
938                 {
939                         ClientKill_Now(this);
940                 }
941                 else
942                 {
943                         starttime = max(time, clientkilltime);
944
945                         this.killindicator = spawn();
946                         this.killindicator.owner = this;
947                         this.killindicator.scale = 0.5;
948                         setattachment(this.killindicator, this, "");
949                         setorigin(this.killindicator, '0 0 52');
950                         setthink(this.killindicator, KillIndicator_Think);
951                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
952                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
953                         this.killindicator.cnt = ceil(killtime);
954                         this.killindicator.count = bound(0, ceil(killtime), 10);
955                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
956
957                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
958                         {
959                                 it.killindicator = spawn();
960                                 it.killindicator.owner = it;
961                                 it.killindicator.scale = 0.5;
962                                 setattachment(it.killindicator, it, "");
963                                 setorigin(it.killindicator, '0 0 52');
964                                 setthink(it.killindicator, KillIndicator_Think);
965                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
966                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
967                                 it.killindicator.cnt = ceil(killtime);
968                         });
969                         this.lip = 0;
970                 }
971         }
972         if(this.killindicator)
973         {
974                 if(targetteam == 0) // just die
975                 {
976                         this.killindicator.colormod = '0 0 0';
977                         if(IS_REAL_CLIENT(this))
978                         if(this.killindicator.cnt > 0)
979                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
980                 }
981                 else if(targetteam == -1) // auto
982                 {
983                         this.killindicator.colormod = '0 1 0';
984                         if(IS_REAL_CLIENT(this))
985                         if(this.killindicator.cnt > 0)
986                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
987                 }
988                 else if(targetteam == -2) // spectate
989                 {
990                         this.killindicator.colormod = '0.5 0.5 0.5';
991                         if(IS_REAL_CLIENT(this))
992                         if(this.killindicator.cnt > 0)
993                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
994                 }
995                 else
996                 {
997                         this.killindicator.colormod = Team_ColorRGB(targetteam);
998                         if(IS_REAL_CLIENT(this))
999                         if(this.killindicator.cnt > 0)
1000                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1001                 }
1002         }
1003
1004 }
1005
1006 void ClientKill (entity this)
1007 {
1008         if(gameover) return;
1009         if(this.player_blocked) return;
1010         if(STAT(FROZEN, this)) return;
1011
1012         ClientKill_TeamChange(this, 0);
1013 }
1014
1015 void FixClientCvars(entity e)
1016 {
1017         // send prediction settings to the client
1018         stuffcmd(e, "\nin_bindmap 0 0\n");
1019         if(autocvar_g_antilag == 3) // client side hitscan
1020                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1021         if(autocvar_sv_gentle)
1022                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1023
1024         MUTATOR_CALLHOOK(FixClientCvars, e);
1025 }
1026
1027 float PlayerInIDList(entity p, string idlist)
1028 {
1029         float n, i;
1030         string s;
1031
1032         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1033         if (!p.crypto_idfp)
1034                 return 0;
1035
1036         // this function allows abbreviated player IDs too!
1037         n = tokenize_console(idlist);
1038         for(i = 0; i < n; ++i)
1039         {
1040                 s = argv(i);
1041                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1042                         return 1;
1043         }
1044
1045         return 0;
1046 }
1047
1048 #ifdef DP_EXT_PRECONNECT
1049 /*
1050 =============
1051 ClientPreConnect
1052
1053 Called once (not at each match start) when a client begins a connection to the server
1054 =============
1055 */
1056 void ClientPreConnect ()
1057 {ENGINE_EVENT();
1058         if(autocvar_sv_eventlog)
1059         {
1060                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1061                         this.playerid,
1062                         etof(this),
1063                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1064                 ));
1065         }
1066 }
1067 #endif
1068
1069 /**
1070 =============
1071 ClientConnect
1072
1073 Called when a client connects to the server
1074 =============
1075 */
1076 void ClientConnect(entity this)
1077 {
1078         if (Ban_MaybeEnforceBanOnce(this)) return;
1079         assert(!IS_CLIENT(this), return);
1080         this.flags |= FL_CLIENT;
1081         assert(player_count >= 0, player_count = 0);
1082
1083 #ifdef WATERMARK
1084         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1085 #endif
1086         this.version_nagtime = time + 10 + random() * 10;
1087         TRANSMUTE(Client, this);
1088
1089         // identify the right forced team
1090         if (autocvar_g_campaign)
1091         {
1092                 if (IS_REAL_CLIENT(this)) // only players, not bots
1093                 {
1094                         switch (autocvar_g_campaign_forceteam)
1095                         {
1096                                 case 1: this.team_forced = NUM_TEAM_1; break;
1097                                 case 2: this.team_forced = NUM_TEAM_2; break;
1098                                 case 3: this.team_forced = NUM_TEAM_3; break;
1099                                 case 4: this.team_forced = NUM_TEAM_4; break;
1100                                 default: this.team_forced = 0;
1101                         }
1102                 }
1103         }
1104         else if (PlayerInIDList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1105         else if (PlayerInIDList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1106         else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1107         else if (PlayerInIDList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1108         else switch (autocvar_g_forced_team_otherwise)
1109         {
1110                 default: this.team_forced = 0; break;
1111                 case "red": this.team_forced = NUM_TEAM_1; break;
1112                 case "blue": this.team_forced = NUM_TEAM_2; break;
1113                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1114                 case "pink": this.team_forced = NUM_TEAM_4; break;
1115                 case "spectate":
1116                 case "spectator":
1117                         this.team_forced = -1;
1118                         break;
1119         }
1120         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1121
1122     {
1123         int id = this.playerid;
1124         this.playerid = 0; // silent
1125             JoinBestTeam(this, false, false); // if the team number is valid, keep it
1126             this.playerid = id;
1127     }
1128
1129         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1130                 TRANSMUTE(Observer, this);
1131         } else {
1132                 if (!teamplay || autocvar_g_balance_teams) {
1133                         TRANSMUTE(Player, this);
1134                         campaign_bots_may_start = true;
1135                 } else {
1136                         TRANSMUTE(Observer, this); // do it anyway
1137                 }
1138         }
1139
1140         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1141
1142         // always track bots, don't ask for cl_allow_uidtracking
1143     if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1144
1145         if (autocvar_sv_eventlog)
1146                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1147
1148         LogTeamchange(this.playerid, this.team, 1);
1149
1150         this.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1151
1152         this.netname_previous = strzone(this.netname);
1153
1154         if(teamplay && IS_PLAYER(this))
1155                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1156         else
1157                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1158
1159         stuffcmd(this, clientstuff, "\n");
1160         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1161
1162         FixClientCvars(this);
1163
1164         // get version info from player
1165         stuffcmd(this, "cmd clientversion $gameversion\n");
1166
1167         // notify about available teams
1168         if (teamplay)
1169         {
1170                 CheckAllowedTeams(this);
1171                 int t = 0;
1172                 if (c1 >= 0) t |= BIT(0);
1173                 if (c2 >= 0) t |= BIT(1);
1174                 if (c3 >= 0) t |= BIT(2);
1175                 if (c4 >= 0) t |= BIT(3);
1176                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1177         }
1178         else
1179         {
1180                 stuffcmd(this, "set _teams_available 0\n");
1181         }
1182
1183         bot_relinkplayerlist();
1184
1185         this.spectatortime = time;
1186         if (blockSpectators)
1187         {
1188                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1189         }
1190
1191         this.jointime = time;
1192         this.allowed_timeouts = autocvar_sv_timeout_number;
1193
1194         if (IS_REAL_CLIENT(this))
1195         {
1196                 if (!autocvar_g_campaign)
1197                 {
1198                         this.motd_actived_time = -1;
1199                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1200                 }
1201
1202                 if (g_weaponarena_weapons == WEPSET(TUBA))
1203                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1204         }
1205
1206         if (!sv_foginterval && world.fog != "")
1207                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1208
1209         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1210                 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1211                         send_CSQC_teamnagger();
1212
1213         CSQCMODEL_AUTOINIT(this);
1214
1215         this.model_randomizer = random();
1216
1217         if (IS_REAL_CLIENT(this))
1218                 sv_notice_join(this);
1219
1220         IL_EACH(g_initforplayer, it.init_for_player, {
1221                 it.init_for_player(it, this);
1222         });
1223
1224         MUTATOR_CALLHOOK(ClientConnect, this);
1225 }
1226 /*
1227 =============
1228 ClientDisconnect
1229
1230 Called when a client disconnects from the server
1231 =============
1232 */
1233 .entity chatbubbleentity;
1234 void ReadyCount();
1235 void ClientDisconnect(entity this)
1236 {
1237         assert(IS_CLIENT(this), return);
1238
1239         PlayerStats_GameReport_FinalizePlayer(this);
1240         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1241         if (this.active_minigame) part_minigame(this);
1242         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1243
1244         if (autocvar_sv_eventlog)
1245                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1246
1247         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1248
1249         SetSpectatee(this, NULL);
1250
1251     MUTATOR_CALLHOOK(ClientDisconnect, this);
1252
1253         ClientState_detach(this);
1254
1255         Portal_ClearAll(this);
1256
1257         Unfreeze(this);
1258
1259         RemoveGrapplingHooks(this);
1260
1261         // Here, everything has been done that requires this player to be a client.
1262
1263         this.flags &= ~FL_CLIENT;
1264
1265         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1266         if (this.killindicator) delete(this.killindicator);
1267
1268         WaypointSprite_PlayerGone(this);
1269
1270         bot_relinkplayerlist();
1271
1272         if (this.netname_previous) strunzone(this.netname_previous);
1273         if (this.clientstatus) strunzone(this.clientstatus);
1274         if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1275         if (this.personal) delete(this.personal);
1276
1277         this.playerid = 0;
1278         ReadyCount();
1279         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1280 }
1281
1282 void ChatBubbleThink(entity this)
1283 {
1284         this.nextthink = time;
1285         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1286         {
1287                 if(this.owner) // but why can that ever be NULL?
1288                         this.owner.chatbubbleentity = NULL;
1289                 delete(this);
1290                 return;
1291         }
1292
1293         this.mdl = "";
1294
1295         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1296         {
1297                 if ( this.owner.active_minigame )
1298                         this.mdl = "models/sprites/minigame_busy.iqm";
1299                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1300                         this.mdl = "models/misc/chatbubble.spr";
1301         }
1302
1303         if ( this.model != this.mdl )
1304                 _setmodel(this, this.mdl);
1305
1306 }
1307
1308 void UpdateChatBubble(entity this)
1309 {
1310         if (this.alpha < 0)
1311                 return;
1312         // spawn a chatbubble entity if needed
1313         if (!this.chatbubbleentity)
1314         {
1315                 this.chatbubbleentity = new(chatbubbleentity);
1316                 this.chatbubbleentity.owner = this;
1317                 this.chatbubbleentity.exteriormodeltoclient = this;
1318                 setthink(this.chatbubbleentity, ChatBubbleThink);
1319                 this.chatbubbleentity.nextthink = time;
1320                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1321                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1322                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1323                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1324                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1325                 //this.chatbubbleentity.model = "";
1326                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1327         }
1328 }
1329
1330
1331 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1332 // added to the model skins
1333 /*void UpdateColorModHack()
1334 {
1335         float c;
1336         c = this.clientcolors & 15;
1337         // LordHavoc: only bothering to support white, green, red, yellow, blue
1338              if (!teamplay) this.colormod = '0 0 0';
1339         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1340         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1341         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1342         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1343         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1344         else this.colormod = '1 1 1';
1345 }*/
1346
1347 void respawn(entity this)
1348 {
1349         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1350         {
1351                 this.solid = SOLID_NOT;
1352                 this.takedamage = DAMAGE_NO;
1353                 set_movetype(this, MOVETYPE_FLY);
1354                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1355                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1356                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1357                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1358                 if(autocvar_g_respawn_ghosts_maxtime)
1359                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1360         }
1361
1362         CopyBody(this, 1);
1363
1364         this.effects |= EF_NODRAW; // prevent another CopyBody
1365         PutClientInServer(this);
1366 }
1367
1368 void play_countdown(entity this, float finished, Sound samp)
1369 {
1370     TC(Sound, samp);
1371         if(IS_REAL_CLIENT(this))
1372                 if(floor(finished - time - frametime) != floor(finished - time))
1373                         if(finished - time < 6)
1374                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1375 }
1376
1377 void player_powerups(entity this)
1378 {
1379         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1380         int items_prev = this.items;
1381
1382         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1383                 this.modelflags |= MF_ROCKET;
1384         else
1385                 this.modelflags &= ~MF_ROCKET;
1386
1387         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1388
1389         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1390                 return;
1391
1392         Fire_ApplyDamage(this);
1393         Fire_ApplyEffect(this);
1394
1395         if (!g_instagib)
1396         {
1397                 if (this.items & ITEM_Strength.m_itemid)
1398                 {
1399                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1400                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1401                         if (time > this.strength_finished)
1402                         {
1403                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1404                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1405                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1406                         }
1407                 }
1408                 else
1409                 {
1410                         if (time < this.strength_finished)
1411                         {
1412                                 this.items = this.items | ITEM_Strength.m_itemid;
1413                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1414                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1415                         }
1416                 }
1417                 if (this.items & ITEM_Shield.m_itemid)
1418                 {
1419                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1420                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1421                         if (time > this.invincible_finished)
1422                         {
1423                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1424                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1425                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1426                         }
1427                 }
1428                 else
1429                 {
1430                         if (time < this.invincible_finished)
1431                         {
1432                                 this.items = this.items | ITEM_Shield.m_itemid;
1433                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1434                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1435                         }
1436                 }
1437                 if (this.items & IT_SUPERWEAPON)
1438                 {
1439                         if (!(this.weapons & WEPSET_SUPERWEAPONS))
1440                         {
1441                                 this.superweapons_finished = 0;
1442                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1443                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1444                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1445                         }
1446                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1447                         {
1448                                 // don't let them run out
1449                         }
1450                         else
1451                         {
1452                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1453                                 if (time > this.superweapons_finished)
1454                                 {
1455                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1456                                         this.weapons &= ~WEPSET_SUPERWEAPONS;
1457                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1458                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1459                                 }
1460                         }
1461                 }
1462                 else if(this.weapons & WEPSET_SUPERWEAPONS)
1463                 {
1464                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1465                         {
1466                                 this.items = this.items | IT_SUPERWEAPON;
1467                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1468                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1469                         }
1470                         else
1471                         {
1472                                 this.superweapons_finished = 0;
1473                                 this.weapons &= ~WEPSET_SUPERWEAPONS;
1474                         }
1475                 }
1476                 else
1477                 {
1478                         this.superweapons_finished = 0;
1479                 }
1480         }
1481
1482         if(autocvar_g_nodepthtestplayers)
1483                 this.effects = this.effects | EF_NODEPTHTEST;
1484
1485         if(autocvar_g_fullbrightplayers)
1486                 this.effects = this.effects | EF_FULLBRIGHT;
1487
1488         if (time >= game_starttime)
1489         if (time < this.spawnshieldtime)
1490                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1491
1492         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1493 }
1494
1495 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1496 {
1497         if(current > stable)
1498                 return current;
1499         else if(current > stable - 0.25) // when close enough, "snap"
1500                 return stable;
1501         else
1502                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1503 }
1504
1505 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1506 {
1507         if(current < stable)
1508                 return current;
1509         else if(current < stable + 0.25) // when close enough, "snap"
1510                 return stable;
1511         else
1512                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1513 }
1514
1515 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1516 {
1517         if(current > rotstable)
1518         {
1519                 if(rotframetime > 0)
1520                 {
1521                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1522                         current = max(rotstable, current - rotlinear * rotframetime);
1523                 }
1524         }
1525         else if(current < regenstable)
1526         {
1527                 if(regenframetime > 0)
1528                 {
1529                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1530                         current = min(regenstable, current + regenlinear * regenframetime);
1531                 }
1532         }
1533
1534         if(current > limit)
1535                 current = limit;
1536
1537         return current;
1538 }
1539
1540 void player_regen(entity this)
1541 {
1542         float max_mod, regen_mod, rot_mod, limit_mod;
1543         max_mod = regen_mod = rot_mod = limit_mod = 1;
1544
1545         float regen_health = autocvar_g_balance_health_regen;
1546         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1547         float regen_health_rot = autocvar_g_balance_health_rot;
1548         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1549         float regen_health_stable = autocvar_g_balance_health_regenstable;
1550         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1551         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1552                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1553         max_mod = M_ARGV(1, float);
1554         regen_mod = M_ARGV(2, float);
1555         rot_mod = M_ARGV(3, float);
1556         limit_mod = M_ARGV(4, float);
1557         regen_health = M_ARGV(5, float);
1558         regen_health_linear = M_ARGV(6, float);
1559         regen_health_rot = M_ARGV(7, float);
1560         regen_health_rotlinear = M_ARGV(8, float);
1561         regen_health_stable = M_ARGV(9, float);
1562         regen_health_rotstable = M_ARGV(10, float);
1563
1564
1565         if(!mutator_returnvalue)
1566         if(!STAT(FROZEN, this))
1567         {
1568                 float mina, maxa, limith, limita;
1569                 maxa = autocvar_g_balance_armor_rotstable;
1570                 mina = autocvar_g_balance_armor_regenstable;
1571                 limith = autocvar_g_balance_health_limit;
1572                 limita = autocvar_g_balance_armor_limit;
1573
1574                 regen_health_rotstable = regen_health_rotstable * max_mod;
1575                 regen_health_stable = regen_health_stable * max_mod;
1576                 limith = limith * limit_mod;
1577                 limita = limita * limit_mod;
1578
1579                 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1580                 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1581         }
1582
1583         // if player rotted to death...  die!
1584         // check this outside above checks, as player may still be able to rot to death
1585         if(this.health < 1)
1586         {
1587                 if(this.vehicle)
1588                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1589                 if(this.event_damage)
1590                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1591         }
1592
1593         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1594         {
1595                 float minf, maxf, limitf;
1596
1597                 maxf = autocvar_g_balance_fuel_rotstable;
1598                 minf = autocvar_g_balance_fuel_regenstable;
1599                 limitf = autocvar_g_balance_fuel_limit;
1600
1601                 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1602         }
1603 }
1604
1605 bool zoomstate_set;
1606 void SetZoomState(entity this, float z)
1607 {
1608         if(z != this.zoomstate)
1609         {
1610                 this.zoomstate = z;
1611                 ClientData_Touch(this);
1612         }
1613         zoomstate_set = true;
1614 }
1615
1616 void GetPressedKeys(entity this)
1617 {
1618         MUTATOR_CALLHOOK(GetPressedKeys, this);
1619         int keys = this.pressedkeys;
1620         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1621         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1622         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1623         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1624
1625         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1626         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1627         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1628         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1629         this.pressedkeys = keys;
1630 }
1631
1632 /*
1633 ======================
1634 spectate mode routines
1635 ======================
1636 */
1637
1638 void SpectateCopy(entity this, entity spectatee)
1639 {
1640     TC(Client, this); TC(Client, spectatee);
1641
1642         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1643         PS(this) = PS(spectatee);
1644         this.armortype = spectatee.armortype;
1645         this.armorvalue = spectatee.armorvalue;
1646         this.ammo_cells = spectatee.ammo_cells;
1647         this.ammo_plasma = spectatee.ammo_plasma;
1648         this.ammo_shells = spectatee.ammo_shells;
1649         this.ammo_nails = spectatee.ammo_nails;
1650         this.ammo_rockets = spectatee.ammo_rockets;
1651         this.ammo_fuel = spectatee.ammo_fuel;
1652         this.clip_load = spectatee.clip_load;
1653         this.clip_size = spectatee.clip_size;
1654         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1655         this.health = spectatee.health;
1656         this.impulse = 0;
1657         this.items = spectatee.items;
1658         this.last_pickup = spectatee.last_pickup;
1659         this.hit_time = spectatee.hit_time;
1660         this.strength_finished = spectatee.strength_finished;
1661         this.invincible_finished = spectatee.invincible_finished;
1662         this.pressedkeys = spectatee.pressedkeys;
1663         this.weapons = spectatee.weapons;
1664         this.vortex_charge = spectatee.vortex_charge;
1665         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1666         this.hagar_load = spectatee.hagar_load;
1667         this.arc_heat_percent = spectatee.arc_heat_percent;
1668         this.minelayer_mines = spectatee.minelayer_mines;
1669         this.punchangle = spectatee.punchangle;
1670         this.view_ofs = spectatee.view_ofs;
1671         this.velocity = spectatee.velocity;
1672         this.dmg_take = spectatee.dmg_take;
1673         this.dmg_save = spectatee.dmg_save;
1674         this.dmg_inflictor = spectatee.dmg_inflictor;
1675         this.v_angle = spectatee.v_angle;
1676         this.angles = spectatee.v_angle;
1677         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1678         this.revive_progress = spectatee.revive_progress;
1679         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1680                 this.fixangle = true;
1681         setorigin(this, spectatee.origin);
1682         setsize(this, spectatee.mins, spectatee.maxs);
1683         SetZoomState(this, spectatee.zoomstate);
1684
1685     anticheat_spectatecopy(this, spectatee);
1686         this.hud = spectatee.hud;
1687         if(spectatee.vehicle)
1688     {
1689         this.angles = spectatee.v_angle;
1690
1691         //this.fixangle = false;
1692         //this.velocity = spectatee.vehicle.velocity;
1693         this.vehicle_health = spectatee.vehicle_health;
1694         this.vehicle_shield = spectatee.vehicle_shield;
1695         this.vehicle_energy = spectatee.vehicle_energy;
1696         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1697         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1698         this.vehicle_reload1 = spectatee.vehicle_reload1;
1699         this.vehicle_reload2 = spectatee.vehicle_reload2;
1700
1701         //msg_entity = this;
1702
1703        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1704             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1705            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1706            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1707
1708         //WriteByte (MSG_ONE, SVC_SETVIEW);
1709         //    WriteEntity(MSG_ONE, this);
1710         //makevectors(spectatee.v_angle);
1711         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1712     }
1713 }
1714
1715 bool SpectateUpdate(entity this)
1716 {
1717         if(!this.enemy)
1718                 return false;
1719
1720         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1721         {
1722                 SetSpectatee(this, NULL);
1723                 return false;
1724         }
1725
1726         SpectateCopy(this, this.enemy);
1727
1728         return true;
1729 }
1730
1731 bool SpectateSet(entity this)
1732 {
1733         if(!IS_PLAYER(this.enemy))
1734                 return false;
1735
1736         ClientData_Touch(this.enemy);
1737
1738         msg_entity = this;
1739         WriteByte(MSG_ONE, SVC_SETVIEW);
1740         WriteEntity(MSG_ONE, this.enemy);
1741         set_movetype(this, MOVETYPE_NONE);
1742         accuracy_resend(this);
1743
1744         if(!SpectateUpdate(this))
1745                 PutObserverInServer(this);
1746
1747         return true;
1748 }
1749
1750 void SetSpectatee_status(entity this, int spectatee_num)
1751 {
1752         int oldspectatee_status = this.spectatee_status;
1753         this.spectatee_status = spectatee_num;
1754
1755         if (this.spectatee_status != oldspectatee_status)
1756         {
1757                 ClientData_Touch(this);
1758                 if (g_race || g_cts) race_InitSpectator();
1759         }
1760 }
1761
1762 void SetSpectatee(entity this, entity spectatee)
1763 {
1764         entity old_spectatee = this.enemy;
1765
1766         this.enemy = spectatee;
1767
1768         // WEAPONTODO
1769         // these are required to fix the spectator bug with arc
1770         if(old_spectatee)
1771         {
1772                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1773                 {
1774                         .entity weaponentity = weaponentities[slot];
1775                         if(old_spectatee.(weaponentity).arc_beam)
1776                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1777                 }
1778         }
1779         if(this.enemy)
1780         {
1781                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1782                 {
1783                         .entity weaponentity = weaponentities[slot];
1784                         if(this.enemy.(weaponentity).arc_beam)
1785                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1786                 }
1787         }
1788
1789         if (this.enemy)
1790                 SetSpectatee_status(this, etof(this.enemy));
1791
1792         // needed to update spectator list
1793         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1794 }
1795
1796 bool Spectate(entity this, entity pl)
1797 {
1798         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1799                 return false;
1800         pl = M_ARGV(1, entity);
1801
1802         SetSpectatee(this, pl);
1803         return SpectateSet(this);
1804 }
1805
1806 bool SpectateNext(entity this)
1807 {
1808         entity ent = find(this.enemy, classname, STR_PLAYER);
1809
1810         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1811                 ent = M_ARGV(1, entity);
1812         else if (!ent)
1813                 ent = find(ent, classname, STR_PLAYER);
1814
1815         if(ent) { SetSpectatee(this, ent); }
1816
1817         return SpectateSet(this);
1818 }
1819
1820 bool SpectatePrev(entity this)
1821 {
1822         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1823         entity ent = findchain(classname, STR_PLAYER);
1824         if (!ent) // no player
1825                 return false;
1826
1827         entity first = ent;
1828         // skip players until current spectated player
1829         if(this.enemy)
1830         while(ent && ent != this.enemy)
1831                 ent = ent.chain;
1832
1833         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1834         {
1835                 case MUT_SPECPREV_FOUND:
1836                     ent = M_ARGV(1, entity);
1837                     break;
1838                 case MUT_SPECPREV_RETURN:
1839                     return true;
1840                 case MUT_SPECPREV_CONTINUE:
1841                 default:
1842                 {
1843                         if(ent.chain)
1844                                 ent = ent.chain;
1845                         else
1846                                 ent = first;
1847                         break;
1848                 }
1849         }
1850
1851         SetSpectatee(this, ent);
1852         return SpectateSet(this);
1853 }
1854
1855 /*
1856 =============
1857 ShowRespawnCountdown()
1858
1859 Update a respawn countdown display.
1860 =============
1861 */
1862 void ShowRespawnCountdown(entity this)
1863 {
1864         float number;
1865         if(!IS_DEAD(this)) // just respawned?
1866                 return;
1867         else
1868         {
1869                 number = ceil(this.respawn_time - time);
1870                 if(number <= 0)
1871                         return;
1872                 if(number <= this.respawn_countdown)
1873                 {
1874                         this.respawn_countdown = number - 1;
1875                         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
1876                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1877                 }
1878         }
1879 }
1880
1881 .bool team_selected;
1882 bool ShowTeamSelection(entity this)
1883 {
1884         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1885                 return false;
1886         stuffcmd(this, "menu_showteamselect\n");
1887         return true;
1888 }
1889 void Join(entity this)
1890 {
1891         TRANSMUTE(Player, this);
1892
1893         if(!this.team_selected)
1894         if(autocvar_g_campaign || autocvar_g_balance_teams)
1895                 JoinBestTeam(this, false, true);
1896
1897         if(autocvar_g_campaign)
1898                 campaign_bots_may_start = true;
1899
1900         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1901
1902         PutClientInServer(this);
1903
1904         if(teamplay && this.team != -1)
1905                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1906         else
1907                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1908         this.team_selected = false;
1909 }
1910
1911 /**
1912  * Determines whether the player is allowed to join. This depends on cvar
1913  * g_maxplayers, if it isn't used this function always return true, otherwise
1914  * it checks whether the number of currently playing players exceeds g_maxplayers.
1915  * @return int number of free slots for players, 0 if none
1916  */
1917 int nJoinAllowed(entity this, entity ignore)
1918 {
1919         if(!ignore)
1920         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1921         // so report 0 free slots if restricted
1922         {
1923                 if(autocvar_g_forced_team_otherwise == "spectate")
1924                         return 0;
1925                 if(autocvar_g_forced_team_otherwise == "spectator")
1926                         return 0;
1927         }
1928
1929         if(this && this.team_forced < 0)
1930                 return 0; // forced spectators can never join
1931
1932         // TODO simplify this
1933         int totalClients = 0;
1934         int currentlyPlaying = 0;
1935         FOREACH_CLIENT(true, LAMBDA(
1936                 if(it != ignore)
1937                         ++totalClients;
1938                 if(IS_REAL_CLIENT(it))
1939                 if(IS_PLAYER(it) || it.caplayer)
1940                         ++currentlyPlaying;
1941         ));
1942
1943         float free_slots = 0;
1944         if (!autocvar_g_maxplayers)
1945                 free_slots = maxclients - totalClients;
1946         else if(currentlyPlaying < autocvar_g_maxplayers)
1947                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1948
1949         static float join_prevent_msg_time = 0;
1950         if(this && ignore && !free_slots && time > join_prevent_msg_time)
1951         {
1952                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1953                 join_prevent_msg_time = time + 3;
1954         }
1955
1956         return free_slots;
1957 }
1958
1959 /**
1960  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1961  * g_maxplayers_spectator_blocktime seconds
1962  */
1963 void checkSpectatorBlock(entity this)
1964 {
1965         if(IS_SPEC(this) || IS_OBSERVER(this))
1966         if(!this.caplayer)
1967         if(IS_REAL_CLIENT(this))
1968         {
1969                 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1970                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1971                         dropclient(this);
1972                 }
1973         }
1974 }
1975
1976 void PrintWelcomeMessage(entity this)
1977 {
1978         if(this.motd_actived_time == 0)
1979         {
1980                 if (autocvar_g_campaign) {
1981                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1982                                 this.motd_actived_time = time;
1983                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1984                         }
1985                 } else {
1986                         if (PHYS_INPUT_BUTTON_INFO(this)) {
1987                                 this.motd_actived_time = time;
1988                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1989                         }
1990                 }
1991         }
1992         else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1993         {
1994                 if (autocvar_g_campaign) {
1995                         if (PHYS_INPUT_BUTTON_INFO(this))
1996                                 this.motd_actived_time = time;
1997                         else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1998                                 this.motd_actived_time = 0;
1999                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2000                         }
2001                 } else {
2002                         if (PHYS_INPUT_BUTTON_INFO(this))
2003                                 this.motd_actived_time = time;
2004                         else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2005                                 this.motd_actived_time = 0;
2006                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2007                         }
2008                 }
2009         }
2010         else //if(this.motd_actived_time < 0) // just connected, motd is active
2011         {
2012                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2013                         this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2014                 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2015                 {
2016                         // instanctly hide MOTD
2017                         this.motd_actived_time = 0;
2018                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2019                 }
2020         }
2021 }
2022
2023 bool joinAllowed(entity this)
2024 {
2025         if (this.version_mismatch) return false;
2026         if (!nJoinAllowed(this, this)) return false;
2027         if (teamplay && lockteams) return false;
2028         if (ShowTeamSelection(this)) return false;
2029         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2030         return true;
2031 }
2032
2033 void ObserverThink(entity this)
2034 {
2035         if ( this.impulse )
2036         {
2037                 MinigameImpulse(this, this.impulse);
2038                 this.impulse = 0;
2039         }
2040
2041         if (this.flags & FL_JUMPRELEASED) {
2042                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2043                         this.flags &= ~FL_JUMPRELEASED;
2044                         this.flags |= FL_SPAWNING;
2045                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2046                         this.flags &= ~FL_JUMPRELEASED;
2047                         if(SpectateNext(this)) {
2048                                 TRANSMUTE(Spectator, this);
2049                         }
2050                 } else {
2051                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2052                         set_movetype(this, preferred_movetype);
2053                 }
2054         } else {
2055                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2056                         this.flags |= FL_JUMPRELEASED;
2057                         if(this.flags & FL_SPAWNING)
2058                         {
2059                                 this.flags &= ~FL_SPAWNING;
2060                                 Join(this);
2061                                 return;
2062                         }
2063                 }
2064         }
2065 }
2066
2067 void SpectatorThink(entity this)
2068 {
2069         if ( this.impulse )
2070         {
2071                 if(MinigameImpulse(this, this.impulse))
2072                         this.impulse = 0;
2073
2074                 if (this.impulse == IMP_weapon_drop.impulse)
2075                 {
2076                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2077                         this.impulse = 0;
2078                         return;
2079                 }
2080         }
2081
2082         if (this.flags & FL_JUMPRELEASED) {
2083                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2084                         this.flags &= ~FL_JUMPRELEASED;
2085                         this.flags |= FL_SPAWNING;
2086                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2087                         this.flags &= ~FL_JUMPRELEASED;
2088                         if(SpectateNext(this)) {
2089                                 TRANSMUTE(Spectator, this);
2090                         } else {
2091                                 TRANSMUTE(Observer, this);
2092                                 PutClientInServer(this);
2093                         }
2094                         this.impulse = 0;
2095                 } else if(this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2096                         this.flags &= ~FL_JUMPRELEASED;
2097                         if(SpectatePrev(this)) {
2098                                 TRANSMUTE(Spectator, this);
2099                         } else {
2100                                 TRANSMUTE(Observer, this);
2101                                 PutClientInServer(this);
2102                         }
2103                         this.impulse = 0;
2104                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2105                         this.flags &= ~FL_JUMPRELEASED;
2106                         TRANSMUTE(Observer, this);
2107                         PutClientInServer(this);
2108                 } else {
2109                         if(!SpectateUpdate(this))
2110                                 PutObserverInServer(this);
2111                 }
2112         } else {
2113                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2114                         this.flags |= FL_JUMPRELEASED;
2115                         if(this.flags & FL_SPAWNING)
2116                         {
2117                                 this.flags &= ~FL_SPAWNING;
2118                                 Join(this);
2119                                 return;
2120                         }
2121                 }
2122                 if(!SpectateUpdate(this))
2123                         PutObserverInServer(this);
2124         }
2125
2126         this.flags |= FL_CLIENT | FL_NOTARGET;
2127 }
2128
2129 void vehicles_enter (entity pl, entity veh);
2130 void PlayerUseKey(entity this)
2131 {
2132         if (!IS_PLAYER(this))
2133                 return;
2134
2135         if(this.vehicle)
2136         {
2137                 if(!gameover)
2138                 {
2139                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2140                         return;
2141                 }
2142         }
2143         else if(autocvar_g_vehicles_enter)
2144         {
2145                 if(!STAT(FROZEN, this))
2146                 if(!IS_DEAD(this))
2147                 if(!gameover)
2148                 {
2149                         entity head, closest_target = NULL;
2150                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2151
2152                         while(head) // find the closest acceptable target to enter
2153                         {
2154                                 if(IS_VEHICLE(head))
2155                                 if(!IS_DEAD(head))
2156                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2157                                 if(head.takedamage != DAMAGE_NO)
2158                                 {
2159                                         if(closest_target)
2160                                         {
2161                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2162                                                 { closest_target = head; }
2163                                         }
2164                                         else { closest_target = head; }
2165                                 }
2166
2167                                 head = head.chain;
2168                         }
2169
2170                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2171                 }
2172         }
2173
2174         // a use key was pressed; call handlers
2175         MUTATOR_CALLHOOK(PlayerUseKey, this);
2176 }
2177
2178
2179 /*
2180 =============
2181 PlayerPreThink
2182
2183 Called every frame for each client before the physics are run
2184 =============
2185 */
2186 .float usekeypressed;
2187 .float last_vehiclecheck;
2188 .int items_added;
2189 void PlayerPreThink (entity this)
2190 {
2191         WarpZone_PlayerPhysics_FixVAngle(this);
2192
2193     STAT(GAMESTARTTIME, this) = game_starttime;
2194         STAT(ROUNDSTARTTIME, this) = round_starttime;
2195         STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2196         STAT(LEADLIMIT, this) = autocvar_leadlimit;
2197
2198         STAT(WEAPONSINMAP, this) = weaponsInMap;
2199
2200         if (frametime) {
2201                 // physics frames: update anticheat stuff
2202                 anticheat_prethink(this);
2203         }
2204
2205         if (blockSpectators && frametime) {
2206                 // WORKAROUND: only use dropclient in server frames (frametime set).
2207                 // Never use it in cl_movement frames (frametime zero).
2208                 checkSpectatorBlock(this);
2209     }
2210
2211         zoomstate_set = false;
2212
2213         // Check for nameless players
2214         if (isInvisibleString(this.netname)) {
2215                 this.netname = strzone(sprintf("Player#%d", this.playerid));
2216                 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2217         }
2218         if (this.netname != this.netname_previous) {
2219                 if (autocvar_sv_eventlog) {
2220                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2221         }
2222                 if (this.netname_previous) strunzone(this.netname_previous);
2223                 this.netname_previous = strzone(this.netname);
2224         }
2225
2226         // version nagging
2227         if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2228         this.version_nagtime = 0;
2229         if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2230             // git client
2231         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2232             // git server
2233             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2234         } else {
2235             int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2236             if (r < 0) { // old client
2237                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2238             } else if (r > 0) { // old server
2239                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2240             }
2241         }
2242     }
2243
2244         // GOD MODE info
2245         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2246         {
2247                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2248                 this.max_armorvalue = 0;
2249         }
2250
2251         if (STAT(FROZEN, this) == 2)
2252         {
2253                 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2254                 this.health = max(1, this.revive_progress * start_health);
2255                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2256
2257                 if (this.revive_progress >= 1)
2258                         Unfreeze(this);
2259         }
2260         else if (STAT(FROZEN, this) == 3)
2261         {
2262                 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2263                 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2264
2265                 if (this.health < 1)
2266                 {
2267                         if (this.vehicle)
2268                                 vehicles_exit(this.vehicle, VHEF_RELEASE);
2269                         if(this.event_damage)
2270                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2271                 }
2272                 else if (this.revive_progress <= 0)
2273                         Unfreeze(this);
2274         }
2275
2276         MUTATOR_CALLHOOK(PlayerPreThink, this);
2277
2278         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2279         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2280         {
2281                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2282                 {
2283                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2284                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2285                         {
2286                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2287                         }
2288                         else if(!it.owner)
2289                         {
2290                                 if(!it.team || SAME_TEAM(this, it))
2291                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2292                                 else if(autocvar_g_vehicles_steal)
2293                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2294                         }
2295                 });
2296
2297                 this.last_vehiclecheck = time + 1;
2298         }
2299
2300         if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2301         {
2302                 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2303                         PlayerUseKey(this);
2304                 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2305         }
2306
2307         if (IS_REAL_CLIENT(this))
2308                 PrintWelcomeMessage(this);
2309
2310         if (IS_PLAYER(this)) {
2311                 CheckRules_Player(this);
2312
2313                 if (intermission_running) {
2314                         IntermissionThink(this);
2315                         return;
2316                 }
2317
2318                 if (timeout_status == TIMEOUT_ACTIVE) {
2319             // don't allow the player to turn around while game is paused
2320                         // FIXME turn this into CSQC stuff
2321                         this.v_angle = this.lastV_angle;
2322                         this.angles = this.lastV_angle;
2323                         this.fixangle = true;
2324                 }
2325
2326                 if (frametime) player_powerups(this);
2327
2328                 if (IS_DEAD(this)) {
2329                         if (this.personal && g_race_qualifying) {
2330                                 if (time > this.respawn_time) {
2331                                         STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2332                                         respawn(this);
2333                                         this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2334                                 }
2335                         } else {
2336                                 if (frametime) player_anim(this);
2337                                 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));
2338
2339                                 switch(this.deadflag)
2340                                 {
2341                                         case DEAD_DYING:
2342                                         {
2343                                                 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2344                                                         this.deadflag = DEAD_RESPAWNING;
2345                                                 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2346                                                         this.deadflag = DEAD_DEAD;
2347                                                 break;
2348                                         }
2349                                         case DEAD_DEAD:
2350                                         {
2351                                                 if (button_pressed)
2352                                                         this.deadflag = DEAD_RESPAWNABLE;
2353                                                 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2354                                                         this.deadflag = DEAD_RESPAWNING;
2355                                                 break;
2356                                         }
2357                                         case DEAD_RESPAWNABLE:
2358                                         {
2359                                                 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2360                                                         this.deadflag = DEAD_RESPAWNING;
2361                                                 break;
2362                                         }
2363                                         case DEAD_RESPAWNING:
2364                                         {
2365                                                 if (time > this.respawn_time)
2366                                                 {
2367                                                         this.respawn_time = time + 1; // only retry once a second
2368                                                         this.respawn_time_max = this.respawn_time;
2369                                                         respawn(this);
2370                                                 }
2371                                                 break;
2372                                         }
2373                                 }
2374
2375                                 ShowRespawnCountdown(this);
2376
2377                                 if (this.respawn_flags & RESPAWN_SILENT)
2378                                         STAT(RESPAWN_TIME, this) = 0;
2379                                 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2380                                 {
2381                                         if (time < this.respawn_time)
2382                                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2383                                         else if (this.deadflag != DEAD_RESPAWNING)
2384                                                 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2385                                 }
2386                                 else
2387                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2388                         }
2389
2390                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2391                         if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2392                                 STAT(RESPAWN_TIME, this) *= -1;
2393
2394                         return;
2395                 }
2396
2397                 this.prevorigin = this.origin;
2398
2399                 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2400                 if (this.hook.state) {
2401                         do_crouch = false;
2402                 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2403                         do_crouch = false;
2404                 } else if (this.vehicle) {
2405                         do_crouch = false;
2406                 } else if (STAT(FROZEN, this)) {
2407                         do_crouch = false;
2408         }
2409
2410                 if (do_crouch) {
2411                         if (!this.crouch) {
2412                                 this.crouch = true;
2413                                 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2414                                 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2415                                 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2416                         }
2417                 } else if (this.crouch) {
2418             tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2419             if (!trace_startsolid) {
2420                 this.crouch = false;
2421                 this.view_ofs = STAT(PL_VIEW_OFS, this);
2422                 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2423             }
2424                 }
2425
2426                 FixPlayermodel(this);
2427
2428                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2429                 //if(frametime)
2430                 {
2431                         this.items &= ~this.items_added;
2432
2433                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2434                         {
2435                                 .entity weaponentity = weaponentities[slot];
2436                                 W_WeaponFrame(this, weaponentity);
2437
2438                                 if(slot == 0)
2439                                 {
2440                                         this.clip_load = this.(weaponentity).clip_load;
2441                                         this.clip_size = this.(weaponentity).clip_size;
2442                                 }
2443                         }
2444
2445                         this.items_added = 0;
2446                         if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2447                 this.items_added |= IT_FUEL;
2448
2449                         this.items |= this.items_added;
2450                 }
2451
2452                 player_regen(this);
2453
2454                 // WEAPONTODO: Add a weapon request for this
2455                 // rot vortex charge to the charge limit
2456                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2457                 {
2458                         .entity weaponentity = weaponentities[slot];
2459                         if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2460                                 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2461                 }
2462
2463                 if (frametime) player_anim(this);
2464
2465                 // secret status
2466                 secrets_setstatus(this);
2467
2468                 // monsters status
2469                 monsters_setstatus(this);
2470
2471                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2472         }
2473         else if (gameover) {
2474                 if (intermission_running) IntermissionThink(this);
2475                 return;
2476         }
2477         else if (IS_OBSERVER(this)) {
2478                 ObserverThink(this);
2479         }
2480         else if (IS_SPEC(this)) {
2481                 SpectatorThink(this);
2482         }
2483
2484         // WEAPONTODO: Add weapon request for this
2485         if (!zoomstate_set) {
2486                 bool wep_zoomed = false;
2487                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2488                 {
2489                         .entity weaponentity = weaponentities[slot];
2490                         Weapon thiswep = this.(weaponentity).m_weapon;
2491                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2492                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2493                 }
2494                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2495     }
2496
2497         if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2498         {
2499                 this.teamkill_soundtime = 0;
2500
2501                 entity e = this.teamkill_soundsource;
2502                 entity oldpusher = e.pusher;
2503                 e.pusher = this;
2504                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2505                 e.pusher = oldpusher;
2506         }
2507
2508         if (this.taunt_soundtime && time > this.taunt_soundtime) {
2509                 this.taunt_soundtime = 0;
2510                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2511         }
2512
2513         target_voicescript_next(this);
2514
2515         // WEAPONTODO: Move into weaponsystem somehow
2516         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2517         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2518         {
2519                 .entity weaponentity = weaponentities[slot];
2520                 if(this.(weaponentity).m_weapon == WEP_Null)
2521                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2522         }
2523 }
2524
2525 void DrownPlayer(entity this)
2526 {
2527         if(IS_DEAD(this))
2528                 return;
2529
2530         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2531         {
2532                 if(this.air_finished < time)
2533                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2534                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2535                 this.dmg = 2;
2536         }
2537         else if (this.air_finished < time)
2538         {       // drown!
2539                 if (this.pain_finished < time)
2540                 {
2541                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2542                         this.pain_finished = time + 0.5;
2543                 }
2544         }
2545 }
2546
2547 .bool move_qcphysics;
2548
2549 void Player_Physics(entity this)
2550 {
2551         set_movetype(this, this.move_movetype);
2552
2553         if(!this.move_qcphysics)
2554                 return;
2555
2556         if(!frametime && !this.pm_frametime)
2557                 return;
2558
2559         Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2560
2561         this.pm_frametime = 0;
2562 }
2563
2564 /*
2565 =============
2566 PlayerPostThink
2567
2568 Called every frame for each client after the physics are run
2569 =============
2570 */
2571 .float idlekick_lasttimeleft;
2572 void PlayerPostThink (entity this)
2573 {
2574         Player_Physics(this);
2575
2576         if (sv_maxidle > 0)
2577         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2578         if (IS_REAL_CLIENT(this))
2579         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2580         {
2581                 int totalClients = 0;
2582                 if(sv_maxidle_slots > 0)
2583                 {
2584                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2585                         {
2586                                 ++totalClients;
2587                         });
2588                 }
2589
2590                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2591                 { /* do nothing */ }
2592                 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2593                 {
2594                         if (this.idlekick_lasttimeleft)
2595                         {
2596                                 this.idlekick_lasttimeleft = 0;
2597                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2598                         }
2599                 }
2600                 else
2601                 {
2602                         float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2603                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2604                                 if (!this.idlekick_lasttimeleft)
2605                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2606                         }
2607                         if (timeleft <= 0) {
2608                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2609                                 dropclient(this);
2610                                 return;
2611                         }
2612                         else if (timeleft <= 10) {
2613                                 if (timeleft != this.idlekick_lasttimeleft) {
2614                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2615                 }
2616                                 this.idlekick_lasttimeleft = timeleft;
2617                         }
2618                 }
2619         }
2620
2621         CheatFrame(this);
2622
2623         //CheckPlayerJump();
2624
2625         if (IS_PLAYER(this)) {
2626                 DrownPlayer(this);
2627                 CheckRules_Player(this);
2628                 UpdateChatBubble(this);
2629                 if (this.impulse) ImpulseCommands(this);
2630                 if (intermission_running) return; // intermission or finale
2631                 GetPressedKeys(this);
2632         }
2633
2634         if (this.waypointsprite_attachedforcarrier) {
2635             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2636                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2637     }
2638
2639         playerdemo_write(this);
2640
2641         CSQCMODEL_AUTOUPDATE(this);
2642 }