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