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