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