]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_client.qc
Merge branch 'Mario/showspecs' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
1 #include "cl_client.qh"
2
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_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
22 #include "bot/bot.qh"
23 #include "bot/navigation.qh"
24
25 #include "../common/ent_cs.qh"
26 #include <common/state.qh>
27
28 #include <common/effects/qc/globalsound.qh>
29
30 #include "../common/triggers/teleporters.qh"
31
32 #include "../common/vehicles/all.qh"
33
34 #include "weapons/hitplot.qh"
35 #include "weapons/weaponsystem.qh"
36
37 #include "../common/net_notice.qh"
38 #include "../common/physics/player.qh"
39
40 #include "../common/items/all.qc"
41
42 #include "../common/mutators/mutator/waypoints/all.qh"
43
44 #include "../common/triggers/subs.qh"
45 #include "../common/triggers/triggers.qh"
46 #include "../common/triggers/trigger/secret.qh"
47
48 #include "../common/minigames/sv_minigames.qh"
49
50 #include "../common/items/inventory.qh"
51
52 #include "../common/monsters/sv_monsters.qh"
53
54 #include "../lib/warpzone/server.qh"
55
56 STATIC_METHOD(Client, Add, void(Client this, int _team))
57 {
58     ClientConnect(this);
59     TRANSMUTE(Player, this);
60     this.frame = 12; // 7
61     this.team = _team;
62     PutClientInServer(this);
63 }
64
65 void PutObserverInServer(entity this);
66
67 STATIC_METHOD(Client, Remove, void(Client this))
68 {
69     TRANSMUTE(Observer, this);
70     PutClientInServer(this);
71     ClientDisconnect(this);
72 }
73
74 void send_CSQC_teamnagger() {
75         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
76 }
77
78 int CountSpectators(entity player, entity to)
79 {
80         if(!player) { return 0; } // not sure how, but best to be safe
81
82         int spec_count = 0;
83
84         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
85         {
86                 spec_count++;
87         });
88
89         return spec_count;
90 }
91
92 void WriteSpectators(entity player, entity to)
93 {
94         if(!player) { return; } // not sure how, but best to be safe
95
96         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
97         {
98                 WriteByte(MSG_ENTITY, num_for_edict(it));
99         });
100 }
101
102 bool ClientData_Send(entity this, entity to, int sf)
103 {
104         assert(to == this.owner, return false);
105
106         entity e = to;
107         if (IS_SPEC(e)) e = e.enemy;
108
109         sf = 0;
110         if (e.race_completed)       sf |= 1; // forced scoreboard
111         if (to.spectatee_status)    sf |= 2; // spectator ent number follows
112         if (e.zoomstate)            sf |= 4; // zoomed
113         if (e.porto_v_angle_held)   sf |= 8; // angles held
114         if (autocvar_sv_showspectators) sf |= 16; // show spectators
115
116         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
117         WriteByte(MSG_ENTITY, sf);
118
119         if (sf & 2)
120         {
121                 WriteByte(MSG_ENTITY, to.spectatee_status);
122         }
123         if (sf & 8)
124         {
125                 WriteAngle(MSG_ENTITY, e.v_angle.x);
126                 WriteAngle(MSG_ENTITY, e.v_angle.y);
127         }
128
129         if(sf & 16)
130         {
131                 float specs = CountSpectators(e, to);
132                 WriteByte(MSG_ENTITY, specs);
133                 WriteSpectators(e, to);
134         }
135
136         return true;
137 }
138
139 void ClientData_Attach(entity this)
140 {
141         Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
142         this.clientdata.drawonlytoclient = this;
143         this.clientdata.owner = this;
144 }
145
146 void ClientData_Detach(entity this)
147 {
148         delete(this.clientdata);
149         this.clientdata = NULL;
150 }
151
152 void ClientData_Touch(entity e)
153 {
154         e.clientdata.SendFlags = 1;
155
156         // make it spectatable
157         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
158 }
159
160 .string netname_previous;
161
162 void SetSpectatee(entity player, entity spectatee);
163
164
165 /*
166 =============
167 CheckPlayerModel
168
169 Checks if the argument string can be a valid playermodel.
170 Returns a valid one in doubt.
171 =============
172 */
173 string FallbackPlayerModel;
174 string CheckPlayerModel(string plyermodel) {
175         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
176         {
177                 // note: we cannot summon Don Strunzone here, some player may
178                 // still have the model string set. In case anyone manages how
179                 // to change a cvar default, we'll have a small leak here.
180                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
181         }
182         // only in right path
183         if( substring(plyermodel,0,14) != "models/player/")
184                 return FallbackPlayerModel;
185         // only good file extensions
186         if(substring(plyermodel,-4,4) != ".zym")
187         if(substring(plyermodel,-4,4) != ".dpm")
188         if(substring(plyermodel,-4,4) != ".iqm")
189         if(substring(plyermodel,-4,4) != ".md3")
190         if(substring(plyermodel,-4,4) != ".psk")
191                 return FallbackPlayerModel;
192         // forbid the LOD models
193         if(substring(plyermodel, -9,5) == "_lod1")
194                 return FallbackPlayerModel;
195         if(substring(plyermodel, -9,5) == "_lod2")
196                 return FallbackPlayerModel;
197         if(plyermodel != strtolower(plyermodel))
198                 return FallbackPlayerModel;
199         // also, restrict to server models
200         if(autocvar_sv_servermodelsonly)
201         {
202                 if(!fexists(plyermodel))
203                         return FallbackPlayerModel;
204         }
205         return plyermodel;
206 }
207
208 void setplayermodel(entity e, string modelname)
209 {
210         precache_model(modelname);
211         _setmodel(e, modelname);
212         player_setupanimsformodel(e);
213         if(!autocvar_g_debug_globalsounds)
214                 UpdatePlayerSounds(e);
215 }
216
217 void FixPlayermodel(entity player);
218 /** putting a client as observer in the server */
219 void PutObserverInServer(entity this)
220 {
221     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
222         PlayerState_detach(this);
223
224         if (IS_PLAYER(this) && this.health >= 1) {
225         // despawn effect
226                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
227     }
228
229     {
230         entity spot = SelectSpawnPoint(this, true);
231         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
232         this.angles = spot.angles;
233         this.angles_z = 0;
234         this.fixangle = true;
235         // offset it so that the spectator spawns higher off the ground, looks better this way
236         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
237         this.prevorigin = this.origin;
238         if (IS_REAL_CLIENT(this))
239         {
240             msg_entity = this;
241             WriteByte(MSG_ONE, SVC_SETVIEW);
242             WriteEntity(MSG_ONE, this);
243         }
244         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
245         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
246         if(!autocvar_g_debug_globalsounds)
247         {
248                 // needed for player sounds
249                 this.model = "";
250                 FixPlayermodel(this);
251         } 
252         setmodel(this, MDL_Null);
253         setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
254         this.view_ofs = '0 0 0';
255     }
256
257     RemoveGrapplingHook(this);
258         Portal_ClearAll(this);
259         Unfreeze(this);
260         SetSpectatee(this, NULL);
261
262         if (this.alivetime)
263         {
264                 if (!warmup_stage)
265                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
266                 this.alivetime = 0;
267         }
268
269         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
270
271         WaypointSprite_PlayerDead(this);
272
273         if (mutator_returnvalue) {
274             // mutator prevents resetting teams+score
275         } else {
276                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
277         this.frags = FRAGS_SPECTATOR;
278         PlayerScore_Clear(this);  // clear scores when needed
279     }
280
281         if (this.killcount != FRAGS_SPECTATOR)
282         {
283                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
284                 if(!intermission_running)
285                 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
286                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
287
288                 if(this.just_joined == false) {
289                         LogTeamchange(this.playerid, -1, 4);
290                 } else
291                         this.just_joined = false;
292         }
293
294         accuracy_resend(this);
295
296         this.spectatortime = time;
297         this.bot_attack = false;
298     this.hud = HUD_NORMAL;
299         TRANSMUTE(Observer, this);
300         this.iscreature = false;
301         this.teleportable = TELEPORT_SIMPLE;
302         this.damagedbycontents = false;
303         this.health = FRAGS_SPECTATOR;
304         this.takedamage = DAMAGE_NO;
305         this.solid = SOLID_NOT;
306         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
307         this.flags = FL_CLIENT | FL_NOTARGET;
308         this.armorvalue = 666;
309         this.effects = 0;
310         this.armorvalue = autocvar_g_balance_armor_start;
311         this.pauserotarmor_finished = 0;
312         this.pauserothealth_finished = 0;
313         this.pauseregen_finished = 0;
314         this.damageforcescale = 0;
315         this.death_time = 0;
316         this.respawn_flags = 0;
317         this.respawn_time = 0;
318         this.stat_respawn_time = 0;
319         this.alpha = 0;
320         this.scale = 0;
321         this.fade_time = 0;
322         this.pain_frame = 0;
323         this.pain_finished = 0;
324         this.strength_finished = 0;
325         this.invincible_finished = 0;
326         this.superweapons_finished = 0;
327         this.pushltime = 0;
328         this.istypefrag = 0;
329         setthink(this, func_null);
330         this.nextthink = 0;
331         this.hook_time = 0;
332         this.deadflag = DEAD_NO;
333         this.crouch = false;
334         this.revival_time = 0;
335
336         this.items = 0;
337         this.weapons = '0 0 0';
338         this.drawonlytoclient = this;
339
340         this.weaponname = "";
341         this.weaponmodel = "";
342         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
343         {
344                 this.weaponentities[slot] = NULL;
345         }
346         this.exteriorweaponentity = NULL;
347         this.killcount = FRAGS_SPECTATOR;
348         this.velocity = '0 0 0';
349         this.avelocity = '0 0 0';
350         this.punchangle = '0 0 0';
351         this.punchvector = '0 0 0';
352         this.oldvelocity = this.velocity;
353         this.fire_endtime = -1;
354         this.event_damage = func_null;
355 }
356
357 int player_getspecies(entity this)
358 {
359         get_model_parameters(this.model, this.skin);
360         int s = get_model_parameters_species;
361         get_model_parameters(string_null, 0);
362         if (s < 0) return SPECIES_HUMAN;
363         return s;
364 }
365
366 .float model_randomizer;
367 void FixPlayermodel(entity player)
368 {
369         string defaultmodel = "";
370         int defaultskin = 0;
371         if(autocvar_sv_defaultcharacter)
372         {
373                 if(teamplay)
374                 {
375                         string s = Static_Team_ColorName_Lower(player.team);
376                         if (s != "neutral")
377                         {
378                                 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
379                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
380                         }
381                 }
382
383                 if(defaultmodel == "")
384                 {
385                         defaultmodel = autocvar_sv_defaultplayermodel;
386                         defaultskin = autocvar_sv_defaultplayerskin;
387                 }
388
389                 int n = tokenize_console(defaultmodel);
390                 if(n > 0)
391                 {
392                         defaultmodel = argv(floor(n * player.model_randomizer));
393                         // However, do NOT randomize if the player-selected model is in the list.
394                         for (int i = 0; i < n; ++i)
395                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
396                                         defaultmodel = argv(i);
397                 }
398
399                 int i = strstrofs(defaultmodel, ":", 0);
400                 if(i >= 0)
401                 {
402                         defaultskin = stof(substring(defaultmodel, i+1, -1));
403                         defaultmodel = substring(defaultmodel, 0, i);
404                 }
405         }
406         if(autocvar_sv_defaultcharacterskin && !defaultskin)
407         {
408                 if(teamplay)
409                 {
410                         string s = Static_Team_ColorName_Lower(player.team);
411                         if (s != "neutral")
412                                 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
413                 }
414
415                 if(!defaultskin)
416                         defaultskin = autocvar_sv_defaultplayerskin;
417         }
418
419         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
420         defaultmodel = M_ARGV(0, string);
421         defaultskin = M_ARGV(1, int);
422
423         bool chmdl = false;
424         int oldskin;
425         if(defaultmodel != "")
426         {
427                 if (defaultmodel != player.model)
428                 {
429                         vector m1 = player.mins;
430                         vector m2 = player.maxs;
431                         setplayermodel (player, defaultmodel);
432                         setsize (player, m1, m2);
433                         chmdl = true;
434                 }
435
436                 oldskin = player.skin;
437                 player.skin = defaultskin;
438         } else {
439                 if (player.playermodel != player.model || player.playermodel == "")
440                 {
441                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
442                         vector m1 = player.mins;
443                         vector m2 = player.maxs;
444                         setplayermodel (player, player.playermodel);
445                         setsize (player, m1, m2);
446                         chmdl = true;
447                 }
448
449                 if(!autocvar_sv_defaultcharacterskin)
450                 {
451                         oldskin = player.skin;
452                         player.skin = stof(player.playerskin);
453                 }
454                 else
455                 {
456                         oldskin = player.skin;
457                         player.skin = defaultskin;
458                 }
459         }
460
461         if(chmdl || oldskin != player.skin) // model or skin has changed
462         {
463                 player.species = player_getspecies(player); // update species
464                 if(!autocvar_g_debug_globalsounds)
465                         UpdatePlayerSounds(player); // update skin sounds
466         }
467
468         if(!teamplay)
469                 if(strlen(autocvar_sv_defaultplayercolors))
470                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
471                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
472 }
473
474
475 /** Called when a client spawns in the server */
476 void PutClientInServer(entity this)
477 {
478         if (IS_BOT_CLIENT(this)) {
479                 TRANSMUTE(Player, this);
480         } else if (IS_REAL_CLIENT(this)) {
481                 msg_entity = this;
482                 WriteByte(MSG_ONE, SVC_SETVIEW);
483                 WriteEntity(MSG_ONE, this);
484         }
485         if (gameover) {
486                 TRANSMUTE(Observer, this);
487         }
488
489         SetSpectatee(this, NULL);
490
491         // reset player keys
492         this.itemkeys = 0;
493
494         MUTATOR_CALLHOOK(PutClientInServer, this);
495
496         if (IS_OBSERVER(this)) {
497                 PutObserverInServer(this);
498         } else if (IS_PLAYER(this)) {
499                 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
500                 
501                 PlayerState_attach(this);
502                 accuracy_resend(this);
503
504                 if (this.team < 0)
505                         JoinBestTeam(this, false, true);
506
507                 entity spot = SelectSpawnPoint(this, false);
508                 if (!spot) {
509                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
510                         return; // spawn failed
511                 }
512
513                 TRANSMUTE(Player, this);
514                 this.wasplayer = true;
515                 this.iscreature = true;
516                 this.teleportable = TELEPORT_NORMAL;
517                 this.damagedbycontents = true;
518                 set_movetype(this, MOVETYPE_WALK);
519                 this.solid = SOLID_SLIDEBOX;
520                 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
521                 if (autocvar_g_playerclip_collisions)
522                         this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
523                 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
524                         this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
525                 this.frags = FRAGS_PLAYER;
526                 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
527                 this.flags = FL_CLIENT | FL_PICKUPITEMS;
528                 if (autocvar__notarget)
529                         this.flags |= FL_NOTARGET;
530                 this.takedamage = DAMAGE_AIM;
531                 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
532                 this.dmg = 2; // WTF
533
534                 if (warmup_stage) {
535                         this.ammo_shells = warmup_start_ammo_shells;
536                         this.ammo_nails = warmup_start_ammo_nails;
537                         this.ammo_rockets = warmup_start_ammo_rockets;
538                         this.ammo_cells = warmup_start_ammo_cells;
539                         this.ammo_plasma = warmup_start_ammo_plasma;
540                         this.ammo_fuel = warmup_start_ammo_fuel;
541                         this.health = warmup_start_health;
542                         this.armorvalue = warmup_start_armorvalue;
543                         this.weapons = WARMUP_START_WEAPONS;
544                 } else {
545                         this.ammo_shells = start_ammo_shells;
546                         this.ammo_nails = start_ammo_nails;
547                         this.ammo_rockets = start_ammo_rockets;
548                         this.ammo_cells = start_ammo_cells;
549                         this.ammo_plasma = start_ammo_plasma;
550                         this.ammo_fuel = start_ammo_fuel;
551                         this.health = start_health;
552                         this.armorvalue = start_armorvalue;
553                         this.weapons = start_weapons;
554                 }
555
556                 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
557
558                 this.items = start_items;
559
560                 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
561                 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
562                 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
563                 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
564                 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
565                 // extend the pause of rotting if client was reset at the beginning of the countdown
566                 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
567                         float f = game_starttime - time;
568                         this.spawnshieldtime += f;
569                         this.pauserotarmor_finished += f;
570                         this.pauserothealth_finished += f;
571                         this.pauseregen_finished += f;
572                 }
573                 this.damageforcescale = 2;
574                 this.death_time = 0;
575                 this.respawn_flags = 0;
576                 this.respawn_time = 0;
577                 this.stat_respawn_time = 0;
578                 this.scale = autocvar_sv_player_scale;
579                 this.fade_time = 0;
580                 this.pain_frame = 0;
581                 this.pain_finished = 0;
582                 this.pushltime = 0;
583                 setthink(this, func_null); // players have no think function
584                 this.nextthink = 0;
585                 this.dmg_team = 0;
586                 this.ballistics_density = autocvar_g_ballistics_density_player;
587
588                 this.deadflag = DEAD_NO;
589
590                 this.angles = spot.angles;
591                 this.angles_z = 0; // never spawn tilted even if the spot says to
592                 if (IS_BOT_CLIENT(this))
593                         this.v_angle = this.angles;
594                 this.fixangle = true; // turn this way immediately
595                 this.oldvelocity = this.velocity = '0 0 0';
596                 this.avelocity = '0 0 0';
597                 this.punchangle = '0 0 0';
598                 this.punchvector = '0 0 0';
599
600                 this.strength_finished = 0;
601                 this.invincible_finished = 0;
602                 this.fire_endtime = -1;
603                 this.revival_time = 0;
604                 this.air_finished = time + 12;
605
606                 entity spawnevent = new_pure(spawnevent);
607                 spawnevent.owner = this;
608                 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
609
610                 // Cut off any still running player sounds.
611                 stopsound(this, CH_PLAYER_SINGLE);
612
613                 this.model = "";
614                 FixPlayermodel(this);
615                 this.drawonlytoclient = NULL;
616
617                 this.crouch = false;
618                 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
619                 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
620                 this.spawnorigin = spot.origin;
621                 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
622                 // don't reset back to last position, even if new position is stuck in solid
623                 this.oldorigin = this.origin;
624                 this.prevorigin = this.origin;
625                 this.lastteleporttime = time; // prevent insane speeds due to changing origin
626                 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
627                 this.hud = HUD_NORMAL;
628
629                 this.event_damage = PlayerDamage;
630
631                 this.bot_attack = true;
632                 this.monster_attack = true;
633
634                 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
635
636                 if (this.killcount == FRAGS_SPECTATOR) {
637                         PlayerScore_Clear(this);
638                         this.killcount = 0;
639                 }
640
641                 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
642                 {
643                         CL_SpawnWeaponentity(this, weaponentities[slot]);
644                 }
645                 this.alpha = default_player_alpha;
646                 this.colormod = '1 1 1' * autocvar_g_player_brightness;
647                 this.exteriorweaponentity.alpha = default_weapon_alpha;
648
649                 this.speedrunning = false;
650
651                 target_voicescript_clear(this);
652
653                 // reset fields the weapons may use
654                 FOREACH(Weapons, true, LAMBDA(
655                         it.wr_resetplayer(it, this);
656                         // reload all reloadable weapons
657                         if (it.spawnflags & WEP_FLAG_RELOADABLE) {
658                                 this.weapon_load[it.m_id] = it.reloading_ammo;
659                         }
660                 ));
661
662                 {
663                         string s = spot.target;
664                         spot.target = string_null;
665                         SUB_UseTargets(spot, this, NULL);
666                         spot.target = s;
667                 }
668
669                 Unfreeze(this);
670
671                 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
672
673                 if (autocvar_spawn_debug)
674                 {
675                         sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
676                         delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
677                 }
678
679                 PS(this).m_switchweapon = w_getbestweapon(this);
680                 this.cnt = -1; // W_LastWeapon will not complain
681                 PS(this).m_weapon = WEP_Null;
682                 this.weaponname = "";
683                 PS(this).m_switchingweapon = WEP_Null;
684
685                 if (!warmup_stage && !this.alivetime)
686                         this.alivetime = time;
687
688                 antilag_clear(this, CS(this));
689         }
690 }
691
692 void ClientInit_misc(entity this);
693
694 .float ebouncefactor, ebouncestop; // electro's values
695 // TODO do we need all these fields, or should we stop autodetecting runtime
696 // changes and just have a console command to update this?
697 bool ClientInit_SendEntity(entity this, entity to, int sf)
698 {
699         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
700         return = true;
701         msg_entity = to;
702         // MSG_INIT replacement
703         // TODO: make easier to use
704         Registry_send_all();
705         W_PROP_reload(MSG_ONE, to);
706         ClientInit_misc(this);
707         MUTATOR_CALLHOOK(Ent_Init);
708 }
709 void ClientInit_misc(entity this)
710 {
711         int channel = MSG_ONE;
712         WriteHeader(channel, ENT_CLIENT_INIT);
713         WriteByte(channel, g_nexball_meter_period * 32);
714         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
715         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
716         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
717         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
718         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
719         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
720         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
721         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
722
723         if(sv_foginterval && world.fog != "")
724                 WriteString(channel, world.fog);
725         else
726                 WriteString(channel, "");
727         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
728         WriteByte(channel, serverflags); // client has to know if it should zoom or not
729         WriteCoord(channel, autocvar_g_trueaim_minrange);
730 }
731
732 void ClientInit_CheckUpdate(entity this)
733 {
734         this.nextthink = time;
735         if(this.count != autocvar_g_balance_armor_blockpercent)
736         {
737                 this.count = autocvar_g_balance_armor_blockpercent;
738                 this.SendFlags |= 1;
739         }
740 }
741
742 void ClientInit_Spawn()
743 {
744         entity e = new_pure(clientinit);
745         setthink(e, ClientInit_CheckUpdate);
746         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
747
748         ClientInit_CheckUpdate(e);
749 }
750
751 /*
752 =============
753 SetNewParms
754 =============
755 */
756 void SetNewParms ()
757 {
758         // initialize parms for a new player
759         parm1 = -(86400 * 366);
760
761         MUTATOR_CALLHOOK(SetNewParms);
762 }
763
764 /*
765 =============
766 SetChangeParms
767 =============
768 */
769 void SetChangeParms (entity this)
770 {
771         // save parms for level change
772         parm1 = this.parm_idlesince - time;
773
774         MUTATOR_CALLHOOK(SetChangeParms);
775 }
776
777 /*
778 =============
779 DecodeLevelParms
780 =============
781 */
782 void DecodeLevelParms(entity this)
783 {
784         // load parms
785         this.parm_idlesince = parm1;
786         if (this.parm_idlesince == -(86400 * 366))
787                 this.parm_idlesince = time;
788
789         // whatever happens, allow 60 seconds of idling directly after connect for map loading
790         this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
791
792         MUTATOR_CALLHOOK(DecodeLevelParms);
793 }
794
795 /*
796 =============
797 ClientKill
798
799 Called when a client types 'kill' in the console
800 =============
801 */
802
803 .float clientkill_nexttime;
804 void ClientKill_Now_TeamChange(entity this)
805 {
806         if(this.killindicator_teamchange == -1)
807         {
808                 JoinBestTeam( this, false, true );
809         }
810         else if(this.killindicator_teamchange == -2)
811         {
812                 if(blockSpectators)
813                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
814                 PutObserverInServer(this);
815         }
816         else
817                 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
818         this.killindicator_teamchange = 0;
819 }
820
821 void ClientKill_Now(entity this)
822 {
823         if(this.vehicle)
824         {
825             vehicles_exit(this.vehicle, VHEF_RELEASE);
826             if(!this.killindicator_teamchange)
827             {
828             this.vehicle_health = -1;
829             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
830             }
831         }
832
833         if(this.killindicator && !wasfreed(this.killindicator))
834                 delete(this.killindicator);
835
836         this.killindicator = NULL;
837
838         if(this.killindicator_teamchange)
839                 ClientKill_Now_TeamChange(this);
840
841         if(!IS_SPEC(this) && !IS_OBSERVER(this))
842                 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
843
844         // now I am sure the player IS dead
845 }
846 void KillIndicator_Think(entity this)
847 {
848         if (gameover)
849         {
850                 this.owner.killindicator = NULL;
851                 delete(this);
852                 return;
853         }
854
855         if (this.owner.alpha < 0 && !this.owner.vehicle)
856         {
857                 this.owner.killindicator = NULL;
858                 delete(this);
859                 return;
860         }
861
862         if(this.cnt <= 0)
863         {
864                 ClientKill_Now(this.owner);
865                 return;
866         }
867     else if(g_cts && this.health == 1) // health == 1 means that it's silent
868     {
869         this.nextthink = time + 1;
870         this.cnt -= 1;
871     }
872         else
873         {
874                 if(this.cnt <= 10)
875                         setmodel(this, MDL_NUM(this.cnt));
876                 if(IS_REAL_CLIENT(this.owner))
877                 {
878                         if(this.cnt <= 10)
879                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
880                 }
881                 this.nextthink = time + 1;
882                 this.cnt -= 1;
883         }
884 }
885
886 float clientkilltime;
887 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
888 {
889         float killtime;
890         float starttime;
891
892         if (gameover)
893                 return;
894
895         killtime = autocvar_g_balance_kill_delay;
896
897         if(g_race_qualifying || g_cts)
898                 killtime = 0;
899
900     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
901         return;
902
903         this.killindicator_teamchange = targetteam;
904
905     if(!this.killindicator)
906         {
907                 if(!IS_DEAD(this))
908                 {
909                         killtime = max(killtime, this.clientkill_nexttime - time);
910                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
911                 }
912
913                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
914                 {
915                         ClientKill_Now(this);
916                 }
917                 else
918                 {
919                         starttime = max(time, clientkilltime);
920
921                         this.killindicator = spawn();
922                         this.killindicator.owner = this;
923                         this.killindicator.scale = 0.5;
924                         setattachment(this.killindicator, this, "");
925                         setorigin(this.killindicator, '0 0 52');
926                         setthink(this.killindicator, KillIndicator_Think);
927                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
928                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
929                         this.killindicator.cnt = ceil(killtime);
930                         this.killindicator.count = bound(0, ceil(killtime), 10);
931                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
932
933                         FOREACH_ENTITY_ENT(enemy, this,
934                         {
935                                 if(it.classname != "body")
936                                         continue;
937                                 it.killindicator = spawn();
938                                 it.killindicator.owner = it;
939                                 it.killindicator.scale = 0.5;
940                                 setattachment(it.killindicator, it, "");
941                                 setorigin(it.killindicator, '0 0 52');
942                                 setthink(it.killindicator, KillIndicator_Think);
943                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
944                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
945                                 it.killindicator.cnt = ceil(killtime);
946                         });
947                         this.lip = 0;
948                 }
949         }
950         if(this.killindicator)
951         {
952                 if(targetteam == 0) // just die
953                 {
954                         this.killindicator.colormod = '0 0 0';
955                         if(IS_REAL_CLIENT(this))
956                         if(this.killindicator.cnt > 0)
957                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
958                 }
959                 else if(targetteam == -1) // auto
960                 {
961                         this.killindicator.colormod = '0 1 0';
962                         if(IS_REAL_CLIENT(this))
963                         if(this.killindicator.cnt > 0)
964                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
965                 }
966                 else if(targetteam == -2) // spectate
967                 {
968                         this.killindicator.colormod = '0.5 0.5 0.5';
969                         if(IS_REAL_CLIENT(this))
970                         if(this.killindicator.cnt > 0)
971                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
972                 }
973                 else
974                 {
975                         this.killindicator.colormod = Team_ColorRGB(targetteam);
976                         if(IS_REAL_CLIENT(this))
977                         if(this.killindicator.cnt > 0)
978                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
979                 }
980         }
981
982 }
983
984 void ClientKill (entity this)
985 {
986         if(gameover) return;
987         if(this.player_blocked) return;
988         if(STAT(FROZEN, this)) return;
989
990         ClientKill_TeamChange(this, 0);
991 }
992
993 void FixClientCvars(entity e)
994 {
995         // send prediction settings to the client
996         stuffcmd(e, "\nin_bindmap 0 0\n");
997         if(autocvar_g_antilag == 3) // client side hitscan
998                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
999         if(autocvar_sv_gentle)
1000                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1001
1002         MUTATOR_CALLHOOK(FixClientCvars, e);
1003 }
1004
1005 float PlayerInIDList(entity p, string idlist)
1006 {
1007         float n, i;
1008         string s;
1009
1010         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1011         if (!p.crypto_idfp)
1012                 return 0;
1013
1014         // this function allows abbreviated player IDs too!
1015         n = tokenize_console(idlist);
1016         for(i = 0; i < n; ++i)
1017         {
1018                 s = argv(i);
1019                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1020                         return 1;
1021         }
1022
1023         return 0;
1024 }
1025
1026 #ifdef DP_EXT_PRECONNECT
1027 /*
1028 =============
1029 ClientPreConnect
1030
1031 Called once (not at each match start) when a client begins a connection to the server
1032 =============
1033 */
1034 void ClientPreConnect ()
1035 {ENGINE_EVENT();
1036         if(autocvar_sv_eventlog)
1037         {
1038                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1039                         this.playerid,
1040                         etof(this),
1041                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1042                 ));
1043         }
1044 }
1045 #endif
1046
1047 /**
1048 =============
1049 ClientConnect
1050
1051 Called when a client connects to the server
1052 =============
1053 */
1054 void ClientConnect(entity this)
1055 {
1056         if (Ban_MaybeEnforceBanOnce(this)) return;
1057         assert(!IS_CLIENT(this), return);
1058         this.flags |= FL_CLIENT;
1059         assert(player_count >= 0, player_count = 0);
1060
1061 #ifdef WATERMARK
1062         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1063 #endif
1064         this.version_nagtime = time + 10 + random() * 10;
1065         TRANSMUTE(Client, this);
1066
1067         // identify the right forced team
1068         if (autocvar_g_campaign)
1069         {
1070                 if (IS_REAL_CLIENT(this)) // only players, not bots
1071                 {
1072                         switch (autocvar_g_campaign_forceteam)
1073                         {
1074                                 case 1: this.team_forced = NUM_TEAM_1; break;
1075                                 case 2: this.team_forced = NUM_TEAM_2; break;
1076                                 case 3: this.team_forced = NUM_TEAM_3; break;
1077                                 case 4: this.team_forced = NUM_TEAM_4; break;
1078                                 default: this.team_forced = 0;
1079                         }
1080                 }
1081         }
1082         else if (PlayerInIDList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1083         else if (PlayerInIDList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1084         else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1085         else if (PlayerInIDList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1086         else switch (autocvar_g_forced_team_otherwise)
1087         {
1088                 default: this.team_forced = 0; break;
1089                 case "red": this.team_forced = NUM_TEAM_1; break;
1090                 case "blue": this.team_forced = NUM_TEAM_2; break;
1091                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1092                 case "pink": this.team_forced = NUM_TEAM_4; break;
1093                 case "spectate":
1094                 case "spectator":
1095                         this.team_forced = -1;
1096                         break;
1097         }
1098         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1099
1100     {
1101         int id = this.playerid;
1102         this.playerid = 0; // silent
1103             JoinBestTeam(this, false, false); // if the team number is valid, keep it
1104             this.playerid = id;
1105     }
1106
1107         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1108                 TRANSMUTE(Observer, this);
1109         } else {
1110                 if (!teamplay || autocvar_g_balance_teams) {
1111                         TRANSMUTE(Player, this);
1112                         campaign_bots_may_start = true;
1113                 } else {
1114                         TRANSMUTE(Observer, this); // do it anyway
1115                 }
1116         }
1117
1118         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1119
1120         // always track bots, don't ask for cl_allow_uidtracking
1121     if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1122
1123         if (autocvar_sv_eventlog)
1124                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1125
1126         LogTeamchange(this.playerid, this.team, 1);
1127
1128         this.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1129
1130         this.netname_previous = strzone(this.netname);
1131
1132         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1133
1134         stuffcmd(this, clientstuff, "\n");
1135         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1136
1137         FixClientCvars(this);
1138
1139         // get version info from player
1140         stuffcmd(this, "cmd clientversion $gameversion\n");
1141
1142         // notify about available teams
1143         if (teamplay)
1144         {
1145                 CheckAllowedTeams(this);
1146                 int t = 0;
1147                 if (c1 >= 0) t |= BIT(0);
1148                 if (c2 >= 0) t |= BIT(1);
1149                 if (c3 >= 0) t |= BIT(2);
1150                 if (c4 >= 0) t |= BIT(3);
1151                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1152         }
1153         else
1154         {
1155                 stuffcmd(this, "set _teams_available 0\n");
1156         }
1157
1158         bot_relinkplayerlist();
1159
1160         this.spectatortime = time;
1161         if (blockSpectators)
1162         {
1163                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1164         }
1165
1166         this.jointime = time;
1167         this.allowed_timeouts = autocvar_sv_timeout_number;
1168
1169         if (IS_REAL_CLIENT(this))
1170         {
1171                 if (!autocvar_g_campaign)
1172                 {
1173                         this.motd_actived_time = -1;
1174                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1175                 }
1176
1177                 if (g_weaponarena_weapons == WEPSET(TUBA))
1178                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1179         }
1180
1181         if (!sv_foginterval && world.fog != "")
1182                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1183
1184         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1185                 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1186                         send_CSQC_teamnagger();
1187
1188         CSQCMODEL_AUTOINIT(this);
1189
1190         this.model_randomizer = random();
1191
1192         if (IS_REAL_CLIENT(this))
1193                 sv_notice_join(this);
1194
1195         FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1196                 it.init_for_player(it, this);
1197         });
1198
1199         MUTATOR_CALLHOOK(ClientConnect, this);
1200 }
1201 /*
1202 =============
1203 ClientDisconnect
1204
1205 Called when a client disconnects from the server
1206 =============
1207 */
1208 .entity chatbubbleentity;
1209 void ReadyCount();
1210 void ClientDisconnect(entity this)
1211 {
1212         assert(IS_CLIENT(this), return);
1213
1214         PlayerStats_GameReport_FinalizePlayer(this);
1215         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1216         if (this.active_minigame) part_minigame(this);
1217         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1218
1219         if (autocvar_sv_eventlog)
1220                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1221
1222         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1223
1224         SetSpectatee(this, NULL);
1225
1226     MUTATOR_CALLHOOK(ClientDisconnect, this);
1227
1228         ClientState_detach(this);
1229
1230         Portal_ClearAll(this);
1231
1232         Unfreeze(this);
1233
1234         RemoveGrapplingHook(this);
1235
1236         // Here, everything has been done that requires this player to be a client.
1237
1238         this.flags &= ~FL_CLIENT;
1239
1240         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1241         if (this.killindicator) delete(this.killindicator);
1242
1243         WaypointSprite_PlayerGone(this);
1244
1245         bot_relinkplayerlist();
1246
1247         if (this.netname_previous) strunzone(this.netname_previous);
1248         if (this.clientstatus) strunzone(this.clientstatus);
1249         if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1250         if (this.personal) delete(this.personal);
1251
1252         this.playerid = 0;
1253         ReadyCount();
1254         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1255 }
1256
1257 void ChatBubbleThink(entity this)
1258 {
1259         this.nextthink = time;
1260         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1261         {
1262                 if(this.owner) // but why can that ever be NULL?
1263                         this.owner.chatbubbleentity = NULL;
1264                 delete(this);
1265                 return;
1266         }
1267
1268         this.mdl = "";
1269
1270         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1271         {
1272                 if ( this.owner.active_minigame )
1273                         this.mdl = "models/sprites/minigame_busy.iqm";
1274                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1275                         this.mdl = "models/misc/chatbubble.spr";
1276         }
1277
1278         if ( this.model != this.mdl )
1279                 _setmodel(this, this.mdl);
1280
1281 }
1282
1283 void UpdateChatBubble(entity this)
1284 {
1285         if (this.alpha < 0)
1286                 return;
1287         // spawn a chatbubble entity if needed
1288         if (!this.chatbubbleentity)
1289         {
1290                 this.chatbubbleentity = new(chatbubbleentity);
1291                 this.chatbubbleentity.owner = this;
1292                 this.chatbubbleentity.exteriormodeltoclient = this;
1293                 setthink(this.chatbubbleentity, ChatBubbleThink);
1294                 this.chatbubbleentity.nextthink = time;
1295                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1296                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1297                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1298                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1299                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1300                 //this.chatbubbleentity.model = "";
1301                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1302         }
1303 }
1304
1305
1306 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1307 // added to the model skins
1308 /*void UpdateColorModHack()
1309 {
1310         float c;
1311         c = this.clientcolors & 15;
1312         // LordHavoc: only bothering to support white, green, red, yellow, blue
1313              if (!teamplay) this.colormod = '0 0 0';
1314         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1315         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1316         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1317         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1318         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1319         else this.colormod = '1 1 1';
1320 }*/
1321
1322 void respawn(entity this)
1323 {
1324         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1325         {
1326                 this.solid = SOLID_NOT;
1327                 this.takedamage = DAMAGE_NO;
1328                 set_movetype(this, MOVETYPE_FLY);
1329                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1330                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1331                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1332                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1333                 if(autocvar_g_respawn_ghosts_maxtime)
1334                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1335         }
1336
1337         CopyBody(this, 1);
1338
1339         this.effects |= EF_NODRAW; // prevent another CopyBody
1340         PutClientInServer(this);
1341 }
1342
1343 void play_countdown(entity this, float finished, Sound samp)
1344 {
1345     TC(Sound, samp);
1346         if(IS_REAL_CLIENT(this))
1347                 if(floor(finished - time - frametime) != floor(finished - time))
1348                         if(finished - time < 6)
1349                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1350 }
1351
1352 void player_powerups(entity this)
1353 {
1354         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1355         int items_prev = this.items;
1356
1357         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1358                 this.modelflags |= MF_ROCKET;
1359         else
1360                 this.modelflags &= ~MF_ROCKET;
1361
1362         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1363
1364         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1365                 return;
1366
1367         Fire_ApplyDamage(this);
1368         Fire_ApplyEffect(this);
1369
1370         if (!g_instagib)
1371         {
1372                 if (this.items & ITEM_Strength.m_itemid)
1373                 {
1374                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1375                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1376                         if (time > this.strength_finished)
1377                         {
1378                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1379                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1380                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1381                         }
1382                 }
1383                 else
1384                 {
1385                         if (time < this.strength_finished)
1386                         {
1387                                 this.items = this.items | ITEM_Strength.m_itemid;
1388                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1389                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1390                         }
1391                 }
1392                 if (this.items & ITEM_Shield.m_itemid)
1393                 {
1394                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1395                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1396                         if (time > this.invincible_finished)
1397                         {
1398                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1399                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1400                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1401                         }
1402                 }
1403                 else
1404                 {
1405                         if (time < this.invincible_finished)
1406                         {
1407                                 this.items = this.items | ITEM_Shield.m_itemid;
1408                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1409                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1410                         }
1411                 }
1412                 if (this.items & IT_SUPERWEAPON)
1413                 {
1414                         if (!(this.weapons & WEPSET_SUPERWEAPONS))
1415                         {
1416                                 this.superweapons_finished = 0;
1417                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1418                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1419                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1420                         }
1421                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1422                         {
1423                                 // don't let them run out
1424                         }
1425                         else
1426                         {
1427                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1428                                 if (time > this.superweapons_finished)
1429                                 {
1430                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1431                                         this.weapons &= ~WEPSET_SUPERWEAPONS;
1432                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1433                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1434                                 }
1435                         }
1436                 }
1437                 else if(this.weapons & WEPSET_SUPERWEAPONS)
1438                 {
1439                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1440                         {
1441                                 this.items = this.items | IT_SUPERWEAPON;
1442                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1443                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1444                         }
1445                         else
1446                         {
1447                                 this.superweapons_finished = 0;
1448                                 this.weapons &= ~WEPSET_SUPERWEAPONS;
1449                         }
1450                 }
1451                 else
1452                 {
1453                         this.superweapons_finished = 0;
1454                 }
1455         }
1456
1457         if(autocvar_g_nodepthtestplayers)
1458                 this.effects = this.effects | EF_NODEPTHTEST;
1459
1460         if(autocvar_g_fullbrightplayers)
1461                 this.effects = this.effects | EF_FULLBRIGHT;
1462
1463         if (time >= game_starttime)
1464         if (time < this.spawnshieldtime)
1465                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1466
1467         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1468 }
1469
1470 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1471 {
1472         if(current > stable)
1473                 return current;
1474         else if(current > stable - 0.25) // when close enough, "snap"
1475                 return stable;
1476         else
1477                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1478 }
1479
1480 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1481 {
1482         if(current < stable)
1483                 return current;
1484         else if(current < stable + 0.25) // when close enough, "snap"
1485                 return stable;
1486         else
1487                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1488 }
1489
1490 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1491 {
1492         if(current > rotstable)
1493         {
1494                 if(rotframetime > 0)
1495                 {
1496                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1497                         current = max(rotstable, current - rotlinear * rotframetime);
1498                 }
1499         }
1500         else if(current < regenstable)
1501         {
1502                 if(regenframetime > 0)
1503                 {
1504                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1505                         current = min(regenstable, current + regenlinear * regenframetime);
1506                 }
1507         }
1508
1509         if(current > limit)
1510                 current = limit;
1511
1512         return current;
1513 }
1514
1515 void player_regen(entity this)
1516 {
1517         float max_mod, regen_mod, rot_mod, limit_mod;
1518         max_mod = regen_mod = rot_mod = limit_mod = 1;
1519
1520         float regen_health = autocvar_g_balance_health_regen;
1521         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1522         float regen_health_rot = autocvar_g_balance_health_rot;
1523         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1524         float regen_health_stable = autocvar_g_balance_health_regenstable;
1525         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1526         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1527                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1528         max_mod = M_ARGV(1, float);
1529         regen_mod = M_ARGV(2, float);
1530         rot_mod = M_ARGV(3, float);
1531         limit_mod = M_ARGV(4, float);
1532         regen_health = M_ARGV(5, float);
1533         regen_health_linear = M_ARGV(6, float);
1534         regen_health_rot = M_ARGV(7, float);
1535         regen_health_rotlinear = M_ARGV(8, float);
1536         regen_health_stable = M_ARGV(9, float);
1537         regen_health_rotstable = M_ARGV(10, float);
1538
1539
1540         if(!mutator_returnvalue)
1541         if(!STAT(FROZEN, this))
1542         {
1543                 float mina, maxa, limith, limita;
1544                 maxa = autocvar_g_balance_armor_rotstable;
1545                 mina = autocvar_g_balance_armor_regenstable;
1546                 limith = autocvar_g_balance_health_limit;
1547                 limita = autocvar_g_balance_armor_limit;
1548
1549                 regen_health_rotstable = regen_health_rotstable * max_mod;
1550                 regen_health_stable = regen_health_stable * max_mod;
1551                 limith = limith * limit_mod;
1552                 limita = limita * limit_mod;
1553
1554                 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);
1555                 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);
1556         }
1557
1558         // if player rotted to death...  die!
1559         // check this outside above checks, as player may still be able to rot to death
1560         if(this.health < 1)
1561         {
1562                 if(this.vehicle)
1563                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1564                 if(this.event_damage)
1565                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1566         }
1567
1568         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1569         {
1570                 float minf, maxf, limitf;
1571
1572                 maxf = autocvar_g_balance_fuel_rotstable;
1573                 minf = autocvar_g_balance_fuel_regenstable;
1574                 limitf = autocvar_g_balance_fuel_limit;
1575
1576                 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);
1577         }
1578 }
1579
1580 bool zoomstate_set;
1581 void SetZoomState(entity this, float z)
1582 {
1583         if(z != this.zoomstate)
1584         {
1585                 this.zoomstate = z;
1586                 ClientData_Touch(this);
1587         }
1588         zoomstate_set = true;
1589 }
1590
1591 void GetPressedKeys(entity this)
1592 {
1593         MUTATOR_CALLHOOK(GetPressedKeys, this);
1594         int keys = this.pressedkeys;
1595         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1596         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1597         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1598         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1599
1600         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1601         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1602         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1603         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1604         this.pressedkeys = keys;
1605 }
1606
1607 /*
1608 ======================
1609 spectate mode routines
1610 ======================
1611 */
1612
1613 void SpectateCopy(entity this, entity spectatee)
1614 {
1615     TC(Client, this); TC(Client, spectatee);
1616
1617         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1618         PS(this) = PS(spectatee);
1619         this.armortype = spectatee.armortype;
1620         this.armorvalue = spectatee.armorvalue;
1621         this.ammo_cells = spectatee.ammo_cells;
1622         this.ammo_plasma = spectatee.ammo_plasma;
1623         this.ammo_shells = spectatee.ammo_shells;
1624         this.ammo_nails = spectatee.ammo_nails;
1625         this.ammo_rockets = spectatee.ammo_rockets;
1626         this.ammo_fuel = spectatee.ammo_fuel;
1627         this.clip_load = spectatee.clip_load;
1628         this.clip_size = spectatee.clip_size;
1629         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1630         this.health = spectatee.health;
1631         this.impulse = 0;
1632         this.items = spectatee.items;
1633         this.last_pickup = spectatee.last_pickup;
1634         this.hit_time = spectatee.hit_time;
1635         this.strength_finished = spectatee.strength_finished;
1636         this.invincible_finished = spectatee.invincible_finished;
1637         this.pressedkeys = spectatee.pressedkeys;
1638         this.weapons = spectatee.weapons;
1639         this.vortex_charge = spectatee.vortex_charge;
1640         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1641         this.hagar_load = spectatee.hagar_load;
1642         this.arc_heat_percent = spectatee.arc_heat_percent;
1643         this.minelayer_mines = spectatee.minelayer_mines;
1644         this.punchangle = spectatee.punchangle;
1645         this.view_ofs = spectatee.view_ofs;
1646         this.velocity = spectatee.velocity;
1647         this.dmg_take = spectatee.dmg_take;
1648         this.dmg_save = spectatee.dmg_save;
1649         this.dmg_inflictor = spectatee.dmg_inflictor;
1650         this.v_angle = spectatee.v_angle;
1651         this.angles = spectatee.v_angle;
1652         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1653         this.revive_progress = spectatee.revive_progress;
1654         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1655                 this.fixangle = true;
1656         setorigin(this, spectatee.origin);
1657         setsize(this, spectatee.mins, spectatee.maxs);
1658         SetZoomState(this, spectatee.zoomstate);
1659
1660     anticheat_spectatecopy(this, spectatee);
1661         this.hud = spectatee.hud;
1662         if(spectatee.vehicle)
1663     {
1664         this.angles = spectatee.v_angle;
1665
1666         //this.fixangle = false;
1667         //this.velocity = spectatee.vehicle.velocity;
1668         this.vehicle_health = spectatee.vehicle_health;
1669         this.vehicle_shield = spectatee.vehicle_shield;
1670         this.vehicle_energy = spectatee.vehicle_energy;
1671         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1672         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1673         this.vehicle_reload1 = spectatee.vehicle_reload1;
1674         this.vehicle_reload2 = spectatee.vehicle_reload2;
1675
1676         //msg_entity = this;
1677
1678        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1679             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1680            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1681            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1682
1683         //WriteByte (MSG_ONE, SVC_SETVIEW);
1684         //    WriteEntity(MSG_ONE, this);
1685         //makevectors(spectatee.v_angle);
1686         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1687     }
1688 }
1689
1690 bool SpectateUpdate(entity this)
1691 {
1692         if(!this.enemy)
1693             return false;
1694
1695         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1696         {
1697                 SetSpectatee(this, NULL);
1698                 return false;
1699         }
1700
1701         SpectateCopy(this, this.enemy);
1702
1703         return true;
1704 }
1705
1706 bool SpectateSet(entity this)
1707 {
1708         if(!IS_PLAYER(this.enemy))
1709                 return false;
1710
1711         ClientData_Touch(this.enemy);
1712
1713         msg_entity = this;
1714         WriteByte(MSG_ONE, SVC_SETVIEW);
1715         WriteEntity(MSG_ONE, this.enemy);
1716         set_movetype(this, MOVETYPE_NONE);
1717         accuracy_resend(this);
1718
1719         if(!SpectateUpdate(this))
1720                 PutObserverInServer(this);
1721
1722         return true;
1723 }
1724
1725 void SetSpectatee(entity this, entity spectatee)
1726 {
1727         entity old_spectatee = this.enemy;
1728
1729         this.enemy = spectatee;
1730
1731         // WEAPONTODO
1732         // these are required to fix the spectator bug with arc
1733         if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1734         if(this.enemy && this.enemy.arc_beam) { this.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1735
1736         // needed to update spectator list
1737         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1738 }
1739
1740 bool Spectate(entity this, entity pl)
1741 {
1742         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1743                 return false;
1744         pl = M_ARGV(1, entity);
1745
1746         SetSpectatee(this, pl);
1747         return SpectateSet(this);
1748 }
1749
1750 bool SpectateNext(entity this)
1751 {
1752         entity ent = find(this.enemy, classname, STR_PLAYER);
1753
1754         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1755                 ent = M_ARGV(1, entity);
1756         else if (!ent)
1757                 ent = find(ent, classname, STR_PLAYER);
1758
1759         if(ent) { SetSpectatee(this, ent); }
1760
1761         return SpectateSet(this);
1762 }
1763
1764 bool SpectatePrev(entity this)
1765 {
1766         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1767         entity ent = findchain(classname, STR_PLAYER);
1768         if (!ent) // no player
1769                 return false;
1770
1771         entity first = ent;
1772         // skip players until current spectated player
1773         if(this.enemy)
1774         while(ent && ent != this.enemy)
1775                 ent = ent.chain;
1776
1777         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1778         {
1779                 case MUT_SPECPREV_FOUND:
1780                     ent = M_ARGV(1, entity);
1781                     break;
1782                 case MUT_SPECPREV_RETURN:
1783                     return true;
1784                 case MUT_SPECPREV_CONTINUE:
1785                 default:
1786                 {
1787                         if(ent.chain)
1788                                 ent = ent.chain;
1789                         else
1790                                 ent = first;
1791                         break;
1792                 }
1793         }
1794
1795         SetSpectatee(this, ent);
1796         return SpectateSet(this);
1797 }
1798
1799 /*
1800 =============
1801 ShowRespawnCountdown()
1802
1803 Update a respawn countdown display.
1804 =============
1805 */
1806 void ShowRespawnCountdown(entity this)
1807 {
1808         float number;
1809         if(!IS_DEAD(this)) // just respawned?
1810                 return;
1811         else
1812         {
1813                 number = ceil(this.respawn_time - time);
1814                 if(number <= 0)
1815                         return;
1816                 if(number <= this.respawn_countdown)
1817                 {
1818                         this.respawn_countdown = number - 1;
1819                         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
1820                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1821                 }
1822         }
1823 }
1824
1825 void LeaveSpectatorMode(entity this)
1826 {
1827         if(this.caplayer)
1828                 return;
1829         if(nJoinAllowed(this, this))
1830         {
1831                 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1832                 {
1833                         TRANSMUTE(Player, this);
1834
1835                         SetSpectatee(this, NULL);
1836
1837                         if(autocvar_g_campaign || autocvar_g_balance_teams)
1838                                 { JoinBestTeam(this, false, true); }
1839
1840                         if(autocvar_g_campaign)
1841                                 { campaign_bots_may_start = true; }
1842
1843                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1844
1845                         PutClientInServer(this);
1846
1847                         if(IS_PLAYER(this)) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), this.netname); }
1848                 }
1849                 else
1850                         stuffcmd(this, "menu_showteamselect\n");
1851         }
1852         else
1853         {
1854                 // Player may not join because g_maxplayers is set
1855                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1856         }
1857 }
1858
1859 /**
1860  * Determines whether the player is allowed to join. This depends on cvar
1861  * g_maxplayers, if it isn't used this function always return true, otherwise
1862  * it checks whether the number of currently playing players exceeds g_maxplayers.
1863  * @return int number of free slots for players, 0 if none
1864  */
1865 bool nJoinAllowed(entity this, entity ignore)
1866 {
1867         if(!ignore)
1868         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1869         // so report 0 free slots if restricted
1870         {
1871                 if(autocvar_g_forced_team_otherwise == "spectate")
1872                         return false;
1873                 if(autocvar_g_forced_team_otherwise == "spectator")
1874                         return false;
1875         }
1876
1877         if(this.team_forced < 0)
1878                 return false; // forced spectators can never join
1879
1880         // TODO simplify this
1881         int totalClients = 0;
1882         int currentlyPlaying = 0;
1883         FOREACH_CLIENT(true, LAMBDA(
1884                 if(it != ignore)
1885                         ++totalClients;
1886                 if(IS_REAL_CLIENT(it))
1887                 if(IS_PLAYER(it) || it.caplayer)
1888                         ++currentlyPlaying;
1889         ));
1890
1891         if (!autocvar_g_maxplayers)
1892                 return maxclients - totalClients;
1893
1894         if(currentlyPlaying < autocvar_g_maxplayers)
1895                 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1896
1897         return false;
1898 }
1899
1900 /**
1901  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1902  * g_maxplayers_spectator_blocktime seconds
1903  */
1904 void checkSpectatorBlock(entity this)
1905 {
1906         if(IS_SPEC(this) || IS_OBSERVER(this))
1907         if(!this.caplayer)
1908         if(IS_REAL_CLIENT(this))
1909         {
1910                 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1911                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1912                         dropclient(this);
1913                 }
1914         }
1915 }
1916
1917 void PrintWelcomeMessage(entity this)
1918 {
1919         if(this.motd_actived_time == 0)
1920         {
1921                 if (autocvar_g_campaign) {
1922                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1923                                 this.motd_actived_time = time;
1924                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1925                         }
1926                 } else {
1927                         if (PHYS_INPUT_BUTTON_INFO(this)) {
1928                                 this.motd_actived_time = time;
1929                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1930                         }
1931                 }
1932         }
1933         else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1934         {
1935                 if (autocvar_g_campaign) {
1936                         if (PHYS_INPUT_BUTTON_INFO(this))
1937                                 this.motd_actived_time = time;
1938                         else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1939                                 this.motd_actived_time = 0;
1940                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1941                         }
1942                 } else {
1943                         if (PHYS_INPUT_BUTTON_INFO(this))
1944                                 this.motd_actived_time = time;
1945                         else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1946                                 this.motd_actived_time = 0;
1947                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1948                         }
1949                 }
1950         }
1951         else //if(this.motd_actived_time < 0) // just connected, motd is active
1952         {
1953                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
1954                         this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1955                 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
1956                 {
1957                         // instanctly hide MOTD
1958                         this.motd_actived_time = 0;
1959                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1960                 }
1961         }
1962 }
1963
1964 void ObserverThink(entity this)
1965 {
1966         if ( this.impulse )
1967         {
1968                 MinigameImpulse(this, this.impulse);
1969                 this.impulse = 0;
1970         }
1971         if (this.flags & FL_JUMPRELEASED) {
1972                 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
1973                         this.flags &= ~FL_JUMPRELEASED;
1974                         this.flags |= FL_SPAWNING;
1975                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
1976                         this.flags &= ~FL_JUMPRELEASED;
1977                         if(SpectateNext(this)) {
1978                                 TRANSMUTE(Spectator, this);
1979                         }
1980                 } else {
1981                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1982                         set_movetype(this, preferred_movetype);
1983                 }
1984         } else {
1985                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
1986                         this.flags |= FL_JUMPRELEASED;
1987                         if(this.flags & FL_SPAWNING)
1988                         {
1989                                 this.flags &= ~FL_SPAWNING;
1990                                 LeaveSpectatorMode(this);
1991                                 return;
1992                         }
1993                 }
1994         }
1995 }
1996
1997 void SpectatorThink(entity this)
1998 {
1999         if ( this.impulse )
2000         {
2001                 if(MinigameImpulse(this, this.impulse))
2002                         this.impulse = 0;
2003
2004                 if (this.impulse == IMP_weapon_drop.impulse)
2005                 {
2006                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2007                         this.impulse = 0;
2008                         return;
2009                 }
2010         }
2011         if (this.flags & FL_JUMPRELEASED) {
2012                 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
2013                         this.flags &= ~FL_JUMPRELEASED;
2014                         this.flags |= FL_SPAWNING;
2015                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2016                         this.flags &= ~FL_JUMPRELEASED;
2017                         if(SpectateNext(this)) {
2018                                 TRANSMUTE(Spectator, this);
2019                         } else {
2020                                 TRANSMUTE(Observer, this);
2021                                 PutClientInServer(this);
2022                         }
2023                         this.impulse = 0;
2024                 } else if(this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2025                         this.flags &= ~FL_JUMPRELEASED;
2026                         if(SpectatePrev(this)) {
2027                                 TRANSMUTE(Spectator, this);
2028                         } else {
2029                                 TRANSMUTE(Observer, this);
2030                                 PutClientInServer(this);
2031                         }
2032                         this.impulse = 0;
2033                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2034                         this.flags &= ~FL_JUMPRELEASED;
2035                         TRANSMUTE(Observer, this);
2036                         PutClientInServer(this);
2037                 } else {
2038                         if(!SpectateUpdate(this))
2039                                 PutObserverInServer(this);
2040                 }
2041         } else {
2042                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2043                         this.flags |= FL_JUMPRELEASED;
2044                         if(this.flags & FL_SPAWNING)
2045                         {
2046                                 this.flags &= ~FL_SPAWNING;
2047                                 LeaveSpectatorMode(this);
2048                                 return;
2049                         }
2050                 }
2051                 if(!SpectateUpdate(this))
2052                         PutObserverInServer(this);
2053         }
2054
2055         this.flags |= FL_CLIENT | FL_NOTARGET;
2056 }
2057
2058 void vehicles_enter (entity pl, entity veh);
2059 void PlayerUseKey(entity this)
2060 {
2061         if (!IS_PLAYER(this))
2062                 return;
2063
2064         if(this.vehicle)
2065         {
2066                 if(!gameover)
2067                 {
2068                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2069                         return;
2070                 }
2071         }
2072         else if(autocvar_g_vehicles_enter)
2073         {
2074                 if(!STAT(FROZEN, this))
2075                 if(!IS_DEAD(this))
2076                 if(!gameover)
2077                 {
2078                         entity head, closest_target = NULL;
2079                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2080
2081                         while(head) // find the closest acceptable target to enter
2082                         {
2083                                 if(IS_VEHICLE(head))
2084                                 if(!IS_DEAD(head))
2085                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2086                                 if(head.takedamage != DAMAGE_NO)
2087                                 {
2088                                         if(closest_target)
2089                                         {
2090                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2091                                                 { closest_target = head; }
2092                                         }
2093                                         else { closest_target = head; }
2094                                 }
2095
2096                                 head = head.chain;
2097                         }
2098
2099                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2100                 }
2101         }
2102
2103         // a use key was pressed; call handlers
2104         MUTATOR_CALLHOOK(PlayerUseKey, this);
2105 }
2106
2107
2108 /*
2109 =============
2110 PlayerPreThink
2111
2112 Called every frame for each client before the physics are run
2113 =============
2114 */
2115 .float usekeypressed;
2116 .float last_vehiclecheck;
2117 .int items_added;
2118 void PlayerPreThink (entity this)
2119 {
2120         WarpZone_PlayerPhysics_FixVAngle(this);
2121
2122     STAT(GAMESTARTTIME, this) = game_starttime;
2123         STAT(ROUNDSTARTTIME, this) = round_starttime;
2124         STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2125         STAT(LEADLIMIT, this) = autocvar_leadlimit;
2126
2127         STAT(WEAPONSINMAP, this) = weaponsInMap;
2128
2129         if (frametime) {
2130                 // physics frames: update anticheat stuff
2131                 anticheat_prethink(this);
2132         }
2133
2134         if (blockSpectators && frametime) {
2135                 // WORKAROUND: only use dropclient in server frames (frametime set).
2136                 // Never use it in cl_movement frames (frametime zero).
2137                 checkSpectatorBlock(this);
2138     }
2139
2140         zoomstate_set = false;
2141
2142         // Check for nameless players
2143         if (isInvisibleString(this.netname)) {
2144                 this.netname = strzone(sprintf("Player#%d", this.playerid));
2145                 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2146         }
2147         if (this.netname != this.netname_previous) {
2148                 if (autocvar_sv_eventlog) {
2149                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2150         }
2151                 if (this.netname_previous) strunzone(this.netname_previous);
2152                 this.netname_previous = strzone(this.netname);
2153         }
2154
2155         // version nagging
2156         if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2157         this.version_nagtime = 0;
2158         if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2159             // git client
2160         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2161             // git server
2162             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2163         } else {
2164             int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2165             if (r < 0) { // old client
2166                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2167             } else if (r > 0) { // old server
2168                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2169             }
2170         }
2171     }
2172
2173         // GOD MODE info
2174         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2175         {
2176                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2177                 this.max_armorvalue = 0;
2178         }
2179
2180         if (STAT(FROZEN, this) == 2)
2181         {
2182                 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2183                 this.health = max(1, this.revive_progress * start_health);
2184                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2185
2186                 if (this.revive_progress >= 1)
2187                         Unfreeze(this);
2188         }
2189         else if (STAT(FROZEN, this) == 3)
2190         {
2191                 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2192                 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2193
2194                 if (this.health < 1)
2195                 {
2196                         if (this.vehicle)
2197                                 vehicles_exit(this.vehicle, VHEF_RELEASE);
2198                         if(this.event_damage)
2199                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2200                 }
2201                 else if (this.revive_progress <= 0)
2202                         Unfreeze(this);
2203         }
2204
2205         MUTATOR_CALLHOOK(PlayerPreThink, this);
2206
2207         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2208         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2209         {
2210                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2211                 {
2212                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2213                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2214                         {
2215                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2216                         }
2217                         else if(!it.owner)
2218                         {
2219                                 if(!it.team || SAME_TEAM(this, it))
2220                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2221                                 else if(autocvar_g_vehicles_steal)
2222                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2223                         }
2224                 });
2225
2226                 this.last_vehiclecheck = time + 1;
2227         }
2228
2229         if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2230         {
2231                 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2232                         PlayerUseKey(this);
2233                 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2234         }
2235
2236         if (IS_REAL_CLIENT(this))
2237                 PrintWelcomeMessage(this);
2238
2239         if (IS_PLAYER(this)) {
2240                 CheckRules_Player(this);
2241
2242                 if (intermission_running) {
2243                         IntermissionThink(this);
2244                         return;
2245                 }
2246
2247                 if (timeout_status == TIMEOUT_ACTIVE) {
2248             // don't allow the player to turn around while game is paused
2249                         // FIXME turn this into CSQC stuff
2250                         this.v_angle = this.lastV_angle;
2251                         this.angles = this.lastV_angle;
2252                         this.fixangle = true;
2253                 }
2254
2255                 if (frametime) player_powerups(this);
2256
2257                 if (IS_DEAD(this)) {
2258                         if (this.personal && g_race_qualifying) {
2259                                 if (time > this.respawn_time) {
2260                                         STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2261                                         respawn(this);
2262                                         this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2263                                 }
2264                         } else {
2265                                 if (frametime) player_anim(this);
2266                                 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));
2267
2268                                 switch(this.deadflag)
2269                                 {
2270                                         case DEAD_DYING:
2271                                         {
2272                                                 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2273                                                         this.deadflag = DEAD_RESPAWNING;
2274                                                 else if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2275                                                         this.deadflag = DEAD_DEAD;
2276                                                 break;
2277                                         }
2278                                         case DEAD_DEAD:
2279                                         {
2280                                                 if (button_pressed)
2281                                                         this.deadflag = DEAD_RESPAWNABLE;
2282                                                 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2283                                                         this.deadflag = DEAD_RESPAWNING;
2284                                                 break;
2285                                         }
2286                                         case DEAD_RESPAWNABLE:
2287                                         {
2288                                                 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2289                                                         this.deadflag = DEAD_RESPAWNING;
2290                                                 break;
2291                                         }
2292                                         case DEAD_RESPAWNING:
2293                                         {
2294                                                 if (time > this.respawn_time)
2295                                                 {
2296                                                         this.respawn_time = time + 1; // only retry once a second
2297                                                         this.respawn_time_max = this.respawn_time;
2298                                                         respawn(this);
2299                                                 }
2300                                                 break;
2301                                         }
2302                                 }
2303
2304                                 ShowRespawnCountdown(this);
2305
2306                                 if (this.respawn_flags & RESPAWN_SILENT)
2307                                         STAT(RESPAWN_TIME, this) = 0;
2308                                 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2309                                 {
2310                                         if (time < this.respawn_time)
2311                                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2312                                         else if (this.deadflag != DEAD_RESPAWNING)
2313                                                 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2314                                 }
2315                                 else
2316                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2317                         }
2318
2319                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2320                         if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2321                                 STAT(RESPAWN_TIME, this) *= -1;
2322
2323                         return;
2324                 }
2325
2326                 this.prevorigin = this.origin;
2327
2328                 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2329         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2330                 if (this.hook.state) {
2331                         do_crouch = false;
2332                 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2333                         do_crouch = false;
2334                 } else if (this.vehicle) {
2335                         do_crouch = false;
2336                 } else if (STAT(FROZEN, this)) {
2337                         do_crouch = false;
2338         } else if ((PS(this).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI) && this.(weaponentity).wframe == WFRAME_FIRE1 && time < this.(weaponentity).weapon_nextthink) {
2339                         do_crouch = false;
2340         } else if ((PS(this).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) {
2341                         do_crouch = false;
2342         }
2343
2344                 if (do_crouch) {
2345                         if (!this.crouch) {
2346                                 this.crouch = true;
2347                                 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2348                                 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2349                                 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2350                         }
2351                 } else if (this.crouch) {
2352             tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2353             if (!trace_startsolid) {
2354                 this.crouch = false;
2355                 this.view_ofs = STAT(PL_VIEW_OFS, this);
2356                 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2357             }
2358                 }
2359
2360                 FixPlayermodel(this);
2361
2362                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2363                 //if(frametime)
2364                 {
2365                         this.items &= ~this.items_added;
2366
2367                         W_WeaponFrame(this);
2368
2369                         this.items_added = 0;
2370                         if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2371                 this.items_added |= IT_FUEL;
2372
2373                         this.items |= this.items_added;
2374                 }
2375
2376                 player_regen(this);
2377
2378                 // WEAPONTODO: Add a weapon request for this
2379                 // rot vortex charge to the charge limit
2380                 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2381                         this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2382
2383                 if (frametime) player_anim(this);
2384
2385                 // secret status
2386                 secrets_setstatus(this);
2387
2388                 // monsters status
2389                 monsters_setstatus(this);
2390
2391                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2392         }
2393         else if (gameover) {
2394                 if (intermission_running) IntermissionThink(this);
2395                 return;
2396         }
2397         else if (IS_OBSERVER(this)) {
2398                 ObserverThink(this);
2399         }
2400         else if (IS_SPEC(this)) {
2401                 SpectatorThink(this);
2402         }
2403
2404         // WEAPONTODO: Add weapon request for this
2405         if (!zoomstate_set) {
2406                 SetZoomState(this,
2407                         PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2408                         || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2409                         || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2410                 );
2411     }
2412
2413         int oldspectatee_status = this.spectatee_status;
2414         if (IS_SPEC(this)) {
2415                 this.spectatee_status = etof(this.enemy);
2416         } else if (IS_OBSERVER(this)) {
2417                 this.spectatee_status = etof(this);
2418         } else {
2419                 this.spectatee_status = 0;
2420     }
2421         if (this.spectatee_status != oldspectatee_status) {
2422                 ClientData_Touch(this);
2423                 if (g_race || g_cts) race_InitSpectator();
2424         }
2425
2426         if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2427         {
2428                 this.teamkill_soundtime = 0;
2429
2430                 entity e = this.teamkill_soundsource;
2431                 entity oldpusher = e.pusher;
2432                 e.pusher = this;
2433                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2434                 e.pusher = oldpusher;
2435         }
2436
2437         if (this.taunt_soundtime && time > this.taunt_soundtime) {
2438                 this.taunt_soundtime = 0;
2439                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2440         }
2441
2442         target_voicescript_next(this);
2443
2444         // WEAPONTODO: Move into weaponsystem somehow
2445         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2446         if (PS(this).m_weapon == WEP_Null)
2447                 this.clip_load = this.clip_size = 0;
2448 }
2449
2450 void DrownPlayer(entity this)
2451 {
2452         if(IS_DEAD(this))
2453                 return;
2454
2455         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2456         {
2457                 if(this.air_finished < time)
2458                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2459                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2460                 this.dmg = 2;
2461         }
2462         else if (this.air_finished < time)
2463         {       // drown!
2464                 if (this.pain_finished < time)
2465                 {
2466                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2467                         this.pain_finished = time + 0.5;
2468                 }
2469         }
2470 }
2471
2472 void Player_Physics(entity this)
2473 {
2474         set_movetype(this, ((this.move_qcphysics) ? MOVETYPE_NONE : this.move_movetype));
2475
2476         if(!this.move_qcphysics)
2477                 return;
2478
2479         int mt = this.move_movetype;
2480
2481         if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
2482         {
2483                 this.move_qcphysics = false;
2484                 set_movetype(this, mt);
2485                 return;
2486         }
2487
2488         if(!frametime && !this.pm_frametime)
2489                 return;
2490
2491         Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2492
2493         this.pm_frametime = 0;
2494 }
2495
2496 /*
2497 =============
2498 PlayerPostThink
2499
2500 Called every frame for each client after the physics are run
2501 =============
2502 */
2503 .float idlekick_lasttimeleft;
2504 void PlayerPostThink (entity this)
2505 {
2506         Player_Physics(this);
2507
2508         if (sv_maxidle > 0)
2509         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2510         if (IS_REAL_CLIENT(this))
2511         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2512         {
2513                 int totalClients = 0;
2514                 if(sv_maxidle_slots > 0)
2515                 {
2516                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2517                         {
2518                                 ++totalClients;
2519                         });
2520                 }
2521
2522                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2523                 { /* do nothing */ }
2524                 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2525                 {
2526                         if (this.idlekick_lasttimeleft)
2527                         {
2528                                 this.idlekick_lasttimeleft = 0;
2529                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2530                         }
2531                 }
2532                 else
2533                 {
2534                         float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2535                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2536                                 if (!this.idlekick_lasttimeleft)
2537                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2538                         }
2539                         if (timeleft <= 0) {
2540                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2541                                 dropclient(this);
2542                                 return;
2543                         }
2544                         else if (timeleft <= 10) {
2545                                 if (timeleft != this.idlekick_lasttimeleft) {
2546                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2547                 }
2548                                 this.idlekick_lasttimeleft = timeleft;
2549                         }
2550                 }
2551         }
2552
2553         CheatFrame(this);
2554
2555         //CheckPlayerJump();
2556
2557         if (IS_PLAYER(this)) {
2558                 DrownPlayer(this);
2559                 CheckRules_Player(this);
2560                 UpdateChatBubble(this);
2561                 if (this.impulse) ImpulseCommands(this);
2562                 if (intermission_running) return; // intermission or finale
2563                 GetPressedKeys(this);
2564         }
2565
2566         if (this.waypointsprite_attachedforcarrier) {
2567             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2568                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2569     }
2570
2571         playerdemo_write(this);
2572
2573         CSQCMODEL_AUTOUPDATE(this);
2574 }