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1 #include "client.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
7 #include "impulse.qh"
8 #include "player.qh"
9 #include "ipban.qh"
10 #include "miscfunctions.qh"
11 #include "portals.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "g_damage.qh"
16 #include "g_hook.qh"
17 #include "command/common.qh"
18 #include "cheats.qh"
19 #include "g_world.qh"
20 #include "race.qh"
21 #include "antilag.qh"
22 #include "campaign.qh"
23 #include "command/common.qh"
24 #include "scores_rules.qh"
25
26 #include "bot/api.qh"
27
28 #include "../common/ent_cs.qh"
29 #include "../common/wepent.qh"
30 #include <common/state.qh>
31
32 #include <common/effects/qc/globalsound.qh>
33
34 #include "../common/triggers/func/conveyor.qh"
35 #include "../common/triggers/teleporters.qh"
36
37 #include "../common/vehicles/all.qh"
38
39 #include "weapons/hitplot.qh"
40 #include "weapons/weaponsystem.qh"
41
42 #include "../common/net_notice.qh"
43 #include "../common/net_linked.qh"
44 #include "../common/physics/player.qh"
45
46 #include "../common/items/_mod.qh"
47
48 #include "../common/mutators/mutator/waypoints/all.qh"
49
50 #include "../common/triggers/subs.qh"
51 #include "../common/triggers/triggers.qh"
52 #include "../common/triggers/trigger/secret.qh"
53
54 #include "../common/minigames/sv_minigames.qh"
55
56 #include "../common/items/inventory.qh"
57
58 #include "../common/monsters/sv_monsters.qh"
59
60 #include "../lib/warpzone/server.qh"
61
62 STATIC_METHOD(Client, Add, void(Client this, int _team))
63 {
64     ClientConnect(this);
65     TRANSMUTE(Player, this);
66     this.frame = 12; // 7
67     this.team = _team;
68     PutClientInServer(this);
69 }
70
71 void PutObserverInServer(entity this);
72
73 STATIC_METHOD(Client, Remove, void(Client this))
74 {
75     TRANSMUTE(Observer, this);
76     PutClientInServer(this);
77     ClientDisconnect(this);
78 }
79
80 void send_CSQC_teamnagger() {
81         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
82 }
83
84 int CountSpectators(entity player, entity to)
85 {
86         if(!player) { return 0; } // not sure how, but best to be safe
87
88         int spec_count = 0;
89
90         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
91         {
92                 spec_count++;
93         });
94
95         return spec_count;
96 }
97
98 void WriteSpectators(entity player, entity to)
99 {
100         if(!player) { return; } // not sure how, but best to be safe
101
102         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
103         {
104                 WriteByte(MSG_ENTITY, num_for_edict(it));
105         });
106 }
107
108 bool ClientData_Send(entity this, entity to, int sf)
109 {
110         assert(to == this.owner, return false);
111
112         entity e = to;
113         if (IS_SPEC(e)) e = e.enemy;
114
115         sf = 0;
116         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
117         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
118         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
119         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
120
121         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
122         WriteByte(MSG_ENTITY, sf);
123
124         if (sf & BIT(1))
125                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
126
127         if(sf & BIT(4))
128         {
129                 float specs = CountSpectators(e, to);
130                 WriteByte(MSG_ENTITY, specs);
131                 WriteSpectators(e, to);
132         }
133
134         return true;
135 }
136
137 void ClientData_Attach(entity this)
138 {
139         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
140         CS(this).clientdata.drawonlytoclient = this;
141         CS(this).clientdata.owner = this;
142 }
143
144 void ClientData_Detach(entity this)
145 {
146         delete(CS(this).clientdata);
147         CS(this).clientdata = NULL;
148 }
149
150 void ClientData_Touch(entity e)
151 {
152         CS(e).clientdata.SendFlags = 1;
153
154         // make it spectatable
155         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
156 }
157
158 void SetSpectatee(entity this, entity spectatee);
159 void SetSpectatee_status(entity this, int spectatee_num);
160
161
162 /*
163 =============
164 CheckPlayerModel
165
166 Checks if the argument string can be a valid playermodel.
167 Returns a valid one in doubt.
168 =============
169 */
170 string FallbackPlayerModel;
171 string CheckPlayerModel(string plyermodel) {
172         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
173         {
174                 // note: we cannot summon Don Strunzone here, some player may
175                 // still have the model string set. In case anyone manages how
176                 // to change a cvar default, we'll have a small leak here.
177                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
178         }
179         // only in right path
180         if( substring(plyermodel,0,14) != "models/player/")
181                 return FallbackPlayerModel;
182         // only good file extensions
183         if(substring(plyermodel,-4,4) != ".zym")
184         if(substring(plyermodel,-4,4) != ".dpm")
185         if(substring(plyermodel,-4,4) != ".iqm")
186         if(substring(plyermodel,-4,4) != ".md3")
187         if(substring(plyermodel,-4,4) != ".psk")
188                 return FallbackPlayerModel;
189         // forbid the LOD models
190         if(substring(plyermodel, -9,5) == "_lod1")
191                 return FallbackPlayerModel;
192         if(substring(plyermodel, -9,5) == "_lod2")
193                 return FallbackPlayerModel;
194         if(plyermodel != strtolower(plyermodel))
195                 return FallbackPlayerModel;
196         // also, restrict to server models
197         if(autocvar_sv_servermodelsonly)
198         {
199                 if(!fexists(plyermodel))
200                         return FallbackPlayerModel;
201         }
202         return plyermodel;
203 }
204
205 void setplayermodel(entity e, string modelname)
206 {
207         precache_model(modelname);
208         _setmodel(e, modelname);
209         player_setupanimsformodel(e);
210         if(!autocvar_g_debug_globalsounds)
211                 UpdatePlayerSounds(e);
212 }
213
214 void FixPlayermodel(entity player);
215 /** putting a client as observer in the server */
216 void PutObserverInServer(entity this)
217 {
218     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
219         PlayerState_detach(this);
220
221         if (IS_PLAYER(this) && this.health >= 1) {
222         // despawn effect
223                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
224     }
225
226     {
227         entity spot = SelectSpawnPoint(this, true);
228         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
229         this.angles = vec2(spot.angles);
230         this.fixangle = true;
231         // offset it so that the spectator spawns higher off the ground, looks better this way
232         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
233         if (IS_REAL_CLIENT(this))
234         {
235             msg_entity = this;
236             WriteByte(MSG_ONE, SVC_SETVIEW);
237             WriteEntity(MSG_ONE, this);
238         }
239         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
240         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
241         if(!autocvar_g_debug_globalsounds)
242         {
243                 // needed for player sounds
244                 this.model = "";
245                 FixPlayermodel(this);
246         }
247         setmodel(this, MDL_Null);
248         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
249         this.view_ofs = '0 0 0';
250     }
251
252     RemoveGrapplingHooks(this);
253         Portal_ClearAll(this);
254         Unfreeze(this);
255         SetSpectatee(this, NULL);
256
257         if (this.alivetime)
258         {
259                 if (!warmup_stage)
260                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
261                 this.alivetime = 0;
262         }
263
264         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
265
266         WaypointSprite_PlayerDead(this);
267
268         if (mutator_returnvalue) {
269             // mutator prevents resetting teams+score
270         } else {
271                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
272         this.frags = FRAGS_SPECTATOR;
273         PlayerScore_Clear(this);  // clear scores when needed
274     }
275
276         if (CS(this).killcount != FRAGS_SPECTATOR)
277         {
278                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
279                 if(!game_stopped)
280                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
281                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
282
283                 if(!CS(this).just_joined)
284                         LogTeamchange(this.playerid, -1, 4);
285                 else
286                         CS(this).just_joined = false;
287         }
288
289         accuracy_resend(this);
290
291         CS(this).spectatortime = time;
292         if(this.bot_attack)
293                 IL_REMOVE(g_bot_targets, this);
294         this.bot_attack = false;
295     this.hud = HUD_NORMAL;
296         TRANSMUTE(Observer, this);
297         this.iscreature = false;
298         this.teleportable = TELEPORT_SIMPLE;
299         if(this.damagedbycontents)
300                 IL_REMOVE(g_damagedbycontents, this);
301         this.damagedbycontents = false;
302         this.health = FRAGS_SPECTATOR;
303         SetSpectatee_status(this, etof(this));
304         this.takedamage = DAMAGE_NO;
305         this.solid = SOLID_NOT;
306         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
307         this.flags = FL_CLIENT | FL_NOTARGET;
308         this.armorvalue = 666;
309         this.effects = 0;
310         this.armorvalue = autocvar_g_balance_armor_start;
311         this.pauserotarmor_finished = 0;
312         this.pauserothealth_finished = 0;
313         this.pauseregen_finished = 0;
314         this.damageforcescale = 0;
315         this.death_time = 0;
316         this.respawn_flags = 0;
317         this.respawn_time = 0;
318         this.stat_respawn_time = 0;
319         this.alpha = 0;
320         this.scale = 0;
321         this.fade_time = 0;
322         this.pain_frame = 0;
323         this.pain_finished = 0;
324         this.strength_finished = 0;
325         this.invincible_finished = 0;
326         this.superweapons_finished = 0;
327         this.pushltime = 0;
328         this.istypefrag = 0;
329         setthink(this, func_null);
330         this.nextthink = 0;
331         this.deadflag = DEAD_NO;
332         this.crouch = false;
333         this.revive_progress = 0;
334         this.revival_time = 0;
335
336         this.items = 0;
337         this.weapons = '0 0 0';
338         this.drawonlytoclient = this;
339
340         this.weaponmodel = "";
341         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
342         {
343                 this.weaponentities[slot] = NULL;
344         }
345         this.exteriorweaponentity = NULL;
346         CS(this).killcount = FRAGS_SPECTATOR;
347         this.velocity = '0 0 0';
348         this.avelocity = '0 0 0';
349         this.punchangle = '0 0 0';
350         this.punchvector = '0 0 0';
351         this.oldvelocity = this.velocity;
352         this.fire_endtime = -1;
353         this.event_damage = func_null;
354
355         for(int slot = 0; slot < MAX_AXH; ++slot)
356         {
357                 entity axh = this.(AuxiliaryXhair[slot]);
358                 this.(AuxiliaryXhair[slot]) = NULL;
359
360                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
361                         delete(axh);
362         }
363 }
364
365 int player_getspecies(entity this)
366 {
367         get_model_parameters(this.model, this.skin);
368         int s = get_model_parameters_species;
369         get_model_parameters(string_null, 0);
370         if (s < 0) return SPECIES_HUMAN;
371         return s;
372 }
373
374 .float model_randomizer;
375 void FixPlayermodel(entity player)
376 {
377         string defaultmodel = "";
378         int defaultskin = 0;
379         if(autocvar_sv_defaultcharacter)
380         {
381                 if(teamplay)
382                 {
383                         switch(player.team)
384                         {
385                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
386                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
387                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
388                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
389                         }
390                 }
391
392                 if(defaultmodel == "")
393                 {
394                         defaultmodel = autocvar_sv_defaultplayermodel;
395                         defaultskin = autocvar_sv_defaultplayerskin;
396                 }
397
398                 int n = tokenize_console(defaultmodel);
399                 if(n > 0)
400                 {
401                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
402                         // However, do NOT randomize if the player-selected model is in the list.
403                         for (int i = 0; i < n; ++i)
404                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
405                                         defaultmodel = argv(i);
406                 }
407
408                 int i = strstrofs(defaultmodel, ":", 0);
409                 if(i >= 0)
410                 {
411                         defaultskin = stof(substring(defaultmodel, i+1, -1));
412                         defaultmodel = substring(defaultmodel, 0, i);
413                 }
414         }
415         if(autocvar_sv_defaultcharacterskin && !defaultskin)
416         {
417                 if(teamplay)
418                 {
419                         switch(player.team)
420                         {
421                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
422                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
423                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
424                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
425                         }
426                 }
427
428                 if(!defaultskin)
429                         defaultskin = autocvar_sv_defaultplayerskin;
430         }
431
432         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
433         defaultmodel = M_ARGV(0, string);
434         defaultskin = M_ARGV(1, int);
435
436         bool chmdl = false;
437         int oldskin;
438         if(defaultmodel != "")
439         {
440                 if (defaultmodel != player.model)
441                 {
442                         vector m1 = player.mins;
443                         vector m2 = player.maxs;
444                         setplayermodel (player, defaultmodel);
445                         setsize (player, m1, m2);
446                         chmdl = true;
447                 }
448
449                 oldskin = player.skin;
450                 player.skin = defaultskin;
451         } else {
452                 if (player.playermodel != player.model || player.playermodel == "")
453                 {
454                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
455                         vector m1 = player.mins;
456                         vector m2 = player.maxs;
457                         setplayermodel (player, player.playermodel);
458                         setsize (player, m1, m2);
459                         chmdl = true;
460                 }
461
462                 if(!autocvar_sv_defaultcharacterskin)
463                 {
464                         oldskin = player.skin;
465                         player.skin = stof(player.playerskin);
466                 }
467                 else
468                 {
469                         oldskin = player.skin;
470                         player.skin = defaultskin;
471                 }
472         }
473
474         if(chmdl || oldskin != player.skin) // model or skin has changed
475         {
476                 player.species = player_getspecies(player); // update species
477                 if(!autocvar_g_debug_globalsounds)
478                         UpdatePlayerSounds(player); // update skin sounds
479         }
480
481         if(!teamplay)
482                 if(strlen(autocvar_sv_defaultplayercolors))
483                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
484                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
485 }
486
487 void PutPlayerInServer(entity this)
488 {
489         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
490
491         PlayerState_attach(this);
492         accuracy_resend(this);
493
494         if (this.team < 0)
495                 JoinBestTeam(this, false, true);
496
497         entity spot = SelectSpawnPoint(this, false);
498         if (!spot) {
499                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
500                 return; // spawn failed
501         }
502
503         TRANSMUTE(Player, this);
504
505         CS(this).wasplayer = true;
506         this.iscreature = true;
507         this.teleportable = TELEPORT_NORMAL;
508         if(!this.damagedbycontents)
509                 IL_PUSH(g_damagedbycontents, this);
510         this.damagedbycontents = true;
511         set_movetype(this, MOVETYPE_WALK);
512         this.solid = SOLID_SLIDEBOX;
513         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
514         if (autocvar_g_playerclip_collisions)
515                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
516         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
517                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
518         this.frags = FRAGS_PLAYER;
519         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
520         this.flags = FL_CLIENT | FL_PICKUPITEMS;
521         if (autocvar__notarget)
522                 this.flags |= FL_NOTARGET;
523         this.takedamage = DAMAGE_AIM;
524         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
525         this.dmg = 2; // WTF
526
527         if (warmup_stage) {
528                 this.ammo_shells = warmup_start_ammo_shells;
529                 this.ammo_nails = warmup_start_ammo_nails;
530                 this.ammo_rockets = warmup_start_ammo_rockets;
531                 this.ammo_cells = warmup_start_ammo_cells;
532                 this.ammo_plasma = warmup_start_ammo_plasma;
533                 this.ammo_fuel = warmup_start_ammo_fuel;
534                 this.health = warmup_start_health;
535                 this.armorvalue = warmup_start_armorvalue;
536                 this.weapons = WARMUP_START_WEAPONS;
537         } else {
538                 this.ammo_shells = start_ammo_shells;
539                 this.ammo_nails = start_ammo_nails;
540                 this.ammo_rockets = start_ammo_rockets;
541                 this.ammo_cells = start_ammo_cells;
542                 this.ammo_plasma = start_ammo_plasma;
543                 this.ammo_fuel = start_ammo_fuel;
544                 this.health = start_health;
545                 this.armorvalue = start_armorvalue;
546                 this.weapons = start_weapons;
547         }
548         SetSpectatee_status(this, 0);
549
550         PS(this).dual_weapons = '0 0 0';
551
552         this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
553
554         this.items = start_items;
555
556         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
557         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
558         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
559         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
560         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
561         // extend the pause of rotting if client was reset at the beginning of the countdown
562         if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
563                 float f = game_starttime - time;
564                 this.spawnshieldtime += f;
565                 this.pauserotarmor_finished += f;
566                 this.pauserothealth_finished += f;
567                 this.pauseregen_finished += f;
568         }
569         this.damageforcescale = 2;
570         this.death_time = 0;
571         this.respawn_flags = 0;
572         this.respawn_time = 0;
573         this.stat_respawn_time = 0;
574         this.scale = autocvar_sv_player_scale;
575         this.fade_time = 0;
576         this.pain_frame = 0;
577         this.pain_finished = 0;
578         this.pushltime = 0;
579         setthink(this, func_null); // players have no think function
580         this.nextthink = 0;
581         this.dmg_team = 0;
582         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
583
584         this.deadflag = DEAD_NO;
585
586         this.angles = spot.angles;
587         this.angles_z = 0; // never spawn tilted even if the spot says to
588         if (IS_BOT_CLIENT(this))
589                 this.v_angle = this.angles;
590         this.fixangle = true; // turn this way immediately
591         this.oldvelocity = this.velocity = '0 0 0';
592         this.avelocity = '0 0 0';
593         this.punchangle = '0 0 0';
594         this.punchvector = '0 0 0';
595
596         this.strength_finished = 0;
597         this.invincible_finished = 0;
598         this.fire_endtime = -1;
599         this.revive_progress = 0;
600         this.revival_time = 0;
601         this.air_finished = time + 12;
602
603         entity spawnevent = new_pure(spawnevent);
604         spawnevent.owner = this;
605         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
606
607         // Cut off any still running player sounds.
608         stopsound(this, CH_PLAYER_SINGLE);
609
610         this.model = "";
611         FixPlayermodel(this);
612         this.drawonlytoclient = NULL;
613
614         this.viewloc = NULL;
615
616         this.crouch = false;
617         this.view_ofs = STAT(PL_VIEW_OFS, this);
618         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
619         this.spawnorigin = spot.origin;
620         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
621         // don't reset back to last position, even if new position is stuck in solid
622         this.oldorigin = this.origin;
623         this.lastteleporttime = time; // prevent insane speeds due to changing origin
624         if(this.conveyor)
625                 IL_REMOVE(g_conveyed, this);
626         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
627         this.hud = HUD_NORMAL;
628
629         this.event_damage = PlayerDamage;
630
631         if(!this.bot_attack)
632                 IL_PUSH(g_bot_targets, this);
633         this.bot_attack = true;
634         if(!this.monster_attack)
635                 IL_PUSH(g_monster_targets, this);
636         this.monster_attack = true;
637         navigation_dynamicgoal_init(this, false);
638
639         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
640
641         if (CS(this).killcount == FRAGS_SPECTATOR) {
642                 PlayerScore_Clear(this);
643                 CS(this).killcount = 0;
644         }
645
646         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
647         {
648                 .entity weaponentity = weaponentities[slot];
649                 entity oldwep = this.(weaponentity);
650                 CL_SpawnWeaponentity(this, weaponentity);
651                 if(oldwep && oldwep.owner == this)
652                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
653         }
654         this.alpha = default_player_alpha;
655         this.colormod = '1 1 1' * autocvar_g_player_brightness;
656         this.exteriorweaponentity.alpha = default_weapon_alpha;
657
658         this.speedrunning = false;
659
660         target_voicescript_clear(this);
661
662         // reset fields the weapons may use
663         FOREACH(Weapons, true, {
664                 it.wr_resetplayer(it, this);
665                         // reload all reloadable weapons
666                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
667                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
668                         {
669                                 .entity weaponentity = weaponentities[slot];
670                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
671                         }
672                 }
673         });
674
675         {
676                 string s = spot.target;
677                 spot.target = string_null;
678                 SUB_UseTargets(spot, this, NULL);
679                 spot.target = s;
680         }
681
682         Unfreeze(this);
683
684         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
685
686         if (autocvar_spawn_debug)
687         {
688                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
689                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
690         }
691
692         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
693         {
694                 .entity weaponentity = weaponentities[slot];
695                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
696                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
697                 else
698                         this.(weaponentity).m_switchweapon = WEP_Null;
699                 this.(weaponentity).m_weapon = WEP_Null;
700                 this.(weaponentity).weaponname = "";
701                 this.(weaponentity).m_switchingweapon = WEP_Null;
702                 this.(weaponentity).cnt = -1;
703         }
704
705         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
706
707         if (!warmup_stage && !this.alivetime)
708                 this.alivetime = time;
709
710         antilag_clear(this, CS(this));
711 }
712
713 /** Called when a client spawns in the server */
714 void PutClientInServer(entity this)
715 {
716         if (IS_BOT_CLIENT(this)) {
717                 TRANSMUTE(Player, this);
718         } else if (IS_REAL_CLIENT(this)) {
719                 msg_entity = this;
720                 WriteByte(MSG_ONE, SVC_SETVIEW);
721                 WriteEntity(MSG_ONE, this);
722         }
723         if (game_stopped)
724                 TRANSMUTE(Observer, this);
725
726         SetSpectatee(this, NULL);
727
728         // reset player keys
729         if(PS(this))
730                 PS(this).itemkeys = 0;
731
732         MUTATOR_CALLHOOK(PutClientInServer, this);
733
734         if (IS_OBSERVER(this)) {
735                 PutObserverInServer(this);
736         } else if (IS_PLAYER(this)) {
737                 PutPlayerInServer(this);
738         }
739 }
740
741 void ClientInit_misc(entity this);
742
743 // TODO do we need all these fields, or should we stop autodetecting runtime
744 // changes and just have a console command to update this?
745 bool ClientInit_SendEntity(entity this, entity to, int sf)
746 {
747         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
748         return = true;
749         msg_entity = to;
750         // MSG_INIT replacement
751         // TODO: make easier to use
752         Registry_send_all();
753         W_PROP_reload(MSG_ONE, to);
754         ClientInit_misc(this);
755         MUTATOR_CALLHOOK(Ent_Init);
756 }
757 void ClientInit_misc(entity this)
758 {
759         int channel = MSG_ONE;
760         WriteHeader(channel, ENT_CLIENT_INIT);
761         WriteByte(channel, g_nexball_meter_period * 32);
762         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
763         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
764         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
765         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
766         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
767         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
768         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
769         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
770
771         if(sv_foginterval && world.fog != "")
772                 WriteString(channel, world.fog);
773         else
774                 WriteString(channel, "");
775         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
776         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
777         WriteByte(channel, serverflags);
778         WriteCoord(channel, autocvar_g_trueaim_minrange);
779 }
780
781 void ClientInit_CheckUpdate(entity this)
782 {
783         this.nextthink = time;
784         if(this.count != autocvar_g_balance_armor_blockpercent)
785         {
786                 this.count = autocvar_g_balance_armor_blockpercent;
787                 this.SendFlags |= 1;
788         }
789         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
790         {
791                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
792                 this.SendFlags |= 1;
793         }
794 }
795
796 void ClientInit_Spawn()
797 {
798         entity e = new_pure(clientinit);
799         setthink(e, ClientInit_CheckUpdate);
800         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
801
802         ClientInit_CheckUpdate(e);
803 }
804
805 /*
806 =============
807 SetNewParms
808 =============
809 */
810 void SetNewParms ()
811 {
812         // initialize parms for a new player
813         parm1 = -(86400 * 366);
814
815         MUTATOR_CALLHOOK(SetNewParms);
816 }
817
818 /*
819 =============
820 SetChangeParms
821 =============
822 */
823 void SetChangeParms (entity this)
824 {
825         // save parms for level change
826         parm1 = CS(this).parm_idlesince - time;
827
828         MUTATOR_CALLHOOK(SetChangeParms);
829 }
830
831 /*
832 =============
833 DecodeLevelParms
834 =============
835 */
836 void DecodeLevelParms(entity this)
837 {
838         // load parms
839         CS(this).parm_idlesince = parm1;
840         if (CS(this).parm_idlesince == -(86400 * 366))
841                 CS(this).parm_idlesince = time;
842
843         // whatever happens, allow 60 seconds of idling directly after connect for map loading
844         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
845
846         MUTATOR_CALLHOOK(DecodeLevelParms);
847 }
848
849 /*
850 =============
851 ClientKill
852
853 Called when a client types 'kill' in the console
854 =============
855 */
856
857 .float clientkill_nexttime;
858 void ClientKill_Now_TeamChange(entity this)
859 {
860         if(CS(this).killindicator_teamchange == -1)
861         {
862                 JoinBestTeam( this, false, true );
863         }
864         else if(CS(this).killindicator_teamchange == -2)
865         {
866                 if(blockSpectators)
867                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
868                 PutObserverInServer(this);
869         }
870         else
871                 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
872         CS(this).killindicator_teamchange = 0;
873 }
874
875 void ClientKill_Now(entity this)
876 {
877         if(this.vehicle)
878         {
879             vehicles_exit(this.vehicle, VHEF_RELEASE);
880             if(!CS(this).killindicator_teamchange)
881             {
882             this.vehicle_health = -1;
883             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
884             }
885         }
886
887         if(this.killindicator && !wasfreed(this.killindicator))
888                 delete(this.killindicator);
889
890         this.killindicator = NULL;
891
892         if(CS(this).killindicator_teamchange)
893                 ClientKill_Now_TeamChange(this);
894
895         if(!IS_SPEC(this) && !IS_OBSERVER(this))
896                 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
897
898         // now I am sure the player IS dead
899 }
900 void KillIndicator_Think(entity this)
901 {
902         if (game_stopped)
903         {
904                 this.owner.killindicator = NULL;
905                 delete(this);
906                 return;
907         }
908
909         if (this.owner.alpha < 0 && !this.owner.vehicle)
910         {
911                 this.owner.killindicator = NULL;
912                 delete(this);
913                 return;
914         }
915
916         if(this.cnt <= 0)
917         {
918                 ClientKill_Now(this.owner);
919                 return;
920         }
921     else if(this.health == 1) // health == 1 means that it's silent
922     {
923         this.nextthink = time + 1;
924         this.cnt -= 1;
925     }
926         else
927         {
928                 if(this.cnt <= 10)
929                         setmodel(this, MDL_NUM(this.cnt));
930                 if(IS_REAL_CLIENT(this.owner))
931                 {
932                         if(this.cnt <= 10)
933                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
934                 }
935                 this.nextthink = time + 1;
936                 this.cnt -= 1;
937         }
938 }
939
940 float clientkilltime;
941 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
942 {
943         float killtime;
944         float starttime;
945
946         if (game_stopped)
947                 return;
948
949         killtime = autocvar_g_balance_kill_delay;
950
951     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
952         return;
953     killtime = M_ARGV(1, float);
954
955         CS(this).killindicator_teamchange = targetteam;
956
957     if(!this.killindicator)
958         {
959                 if(!IS_DEAD(this))
960                 {
961                         killtime = max(killtime, this.clientkill_nexttime - time);
962                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
963                 }
964
965                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
966                 {
967                         ClientKill_Now(this);
968                 }
969                 else
970                 {
971                         starttime = max(time, clientkilltime);
972
973                         this.killindicator = spawn();
974                         this.killindicator.owner = this;
975                         this.killindicator.scale = 0.5;
976                         setattachment(this.killindicator, this, "");
977                         setorigin(this.killindicator, '0 0 52');
978                         setthink(this.killindicator, KillIndicator_Think);
979                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
980                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
981                         this.killindicator.cnt = ceil(killtime);
982                         this.killindicator.count = bound(0, ceil(killtime), 10);
983                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
984
985                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
986                         {
987                                 it.killindicator = spawn();
988                                 it.killindicator.owner = it;
989                                 it.killindicator.scale = 0.5;
990                                 setattachment(it.killindicator, it, "");
991                                 setorigin(it.killindicator, '0 0 52');
992                                 setthink(it.killindicator, KillIndicator_Think);
993                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
994                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
995                                 it.killindicator.cnt = ceil(killtime);
996                         });
997                         this.lip = 0;
998                 }
999         }
1000         if(this.killindicator)
1001         {
1002                 if(targetteam == 0) // just die
1003                 {
1004                         this.killindicator.colormod = '0 0 0';
1005                         if(IS_REAL_CLIENT(this))
1006                         if(this.killindicator.cnt > 0)
1007                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1008                 }
1009                 else if(targetteam == -1) // auto
1010                 {
1011                         this.killindicator.colormod = '0 1 0';
1012                         if(IS_REAL_CLIENT(this))
1013                         if(this.killindicator.cnt > 0)
1014                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1015                 }
1016                 else if(targetteam == -2) // spectate
1017                 {
1018                         this.killindicator.colormod = '0.5 0.5 0.5';
1019                         if(IS_REAL_CLIENT(this))
1020                         if(this.killindicator.cnt > 0)
1021                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1022                 }
1023                 else
1024                 {
1025                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1026                         if(IS_REAL_CLIENT(this))
1027                         if(this.killindicator.cnt > 0)
1028                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1029                 }
1030         }
1031
1032 }
1033
1034 void ClientKill (entity this)
1035 {
1036         if(game_stopped) return;
1037         if(this.player_blocked) return;
1038         if(STAT(FROZEN, this)) return;
1039
1040         ClientKill_TeamChange(this, 0);
1041 }
1042
1043 void FixClientCvars(entity e)
1044 {
1045         // send prediction settings to the client
1046         stuffcmd(e, "\nin_bindmap 0 0\n");
1047         if(autocvar_g_antilag == 3) // client side hitscan
1048                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1049         if(autocvar_sv_gentle)
1050                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1051
1052         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1053         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1054
1055         MUTATOR_CALLHOOK(FixClientCvars, e);
1056 }
1057
1058 bool findinlist_abbrev(string tofind, string list)
1059 {
1060         if(list == "" || tofind == "")
1061                 return false; // empty list or search, just return
1062
1063         // this function allows abbreviated strings!
1064         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1065         {
1066                 return true;
1067         });
1068
1069         return false;
1070 }
1071
1072 bool PlayerInIPList(entity p, string iplist)
1073 {
1074         // some safety checks (never allow local?)
1075         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1076                 return false;
1077
1078         return findinlist_abbrev(p.netaddress, iplist);
1079 }
1080
1081 bool PlayerInIDList(entity p, string idlist)
1082 {
1083         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1084         if(!p.crypto_idfp)
1085                 return false;
1086
1087         return findinlist_abbrev(p.crypto_idfp, idlist);
1088 }
1089
1090 bool PlayerInList(entity player, string list)
1091 {
1092         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1093 }
1094
1095 #ifdef DP_EXT_PRECONNECT
1096 /*
1097 =============
1098 ClientPreConnect
1099
1100 Called once (not at each match start) when a client begins a connection to the server
1101 =============
1102 */
1103 void ClientPreConnect(entity this)
1104 {
1105         if(autocvar_sv_eventlog)
1106         {
1107                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1108                         this.playerid,
1109                         etof(this),
1110                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1111                 ));
1112         }
1113 }
1114 #endif
1115
1116 /**
1117 =============
1118 ClientConnect
1119
1120 Called when a client connects to the server
1121 =============
1122 */
1123 void ClientConnect(entity this)
1124 {
1125         if (Ban_MaybeEnforceBanOnce(this)) return;
1126         assert(!IS_CLIENT(this), return);
1127         this.flags |= FL_CLIENT;
1128         assert(player_count >= 0, player_count = 0);
1129
1130 #ifdef WATERMARK
1131         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1132 #endif
1133         TRANSMUTE(Client, this);
1134         CS(this).version_nagtime = time + 10 + random() * 10;
1135
1136         // identify the right forced team
1137         if (autocvar_g_campaign)
1138         {
1139                 if (IS_REAL_CLIENT(this)) // only players, not bots
1140                 {
1141                         switch (autocvar_g_campaign_forceteam)
1142                         {
1143                                 case 1: this.team_forced = NUM_TEAM_1; break;
1144                                 case 2: this.team_forced = NUM_TEAM_2; break;
1145                                 case 3: this.team_forced = NUM_TEAM_3; break;
1146                                 case 4: this.team_forced = NUM_TEAM_4; break;
1147                                 default: this.team_forced = 0;
1148                         }
1149                 }
1150         }
1151         else if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1152         else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1153         else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1154         else if (PlayerInList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1155         else switch (autocvar_g_forced_team_otherwise)
1156         {
1157                 default: this.team_forced = 0; break;
1158                 case "red": this.team_forced = NUM_TEAM_1; break;
1159                 case "blue": this.team_forced = NUM_TEAM_2; break;
1160                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1161                 case "pink": this.team_forced = NUM_TEAM_4; break;
1162                 case "spectate":
1163                 case "spectator":
1164                         this.team_forced = -1;
1165                         break;
1166         }
1167         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1168
1169     {
1170         int id = this.playerid;
1171         this.playerid = 0; // silent
1172             JoinBestTeam(this, false, false); // if the team number is valid, keep it
1173             this.playerid = id;
1174     }
1175
1176         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1177                 TRANSMUTE(Observer, this);
1178         } else {
1179                 if (!teamplay || autocvar_g_balance_teams) {
1180                         TRANSMUTE(Player, this);
1181                         campaign_bots_may_start = true;
1182                 } else {
1183                         TRANSMUTE(Observer, this); // do it anyway
1184                 }
1185         }
1186
1187         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1188
1189         // always track bots, don't ask for cl_allow_uidtracking
1190     if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1191
1192         if (autocvar_sv_eventlog)
1193                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1194
1195         LogTeamchange(this.playerid, this.team, 1);
1196
1197         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1198
1199         CS(this).netname_previous = strzone(this.netname);
1200
1201         if(teamplay && IS_PLAYER(this))
1202                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1203         else
1204                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1205
1206         stuffcmd(this, clientstuff, "\n");
1207         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1208
1209         FixClientCvars(this);
1210
1211         // get version info from player
1212         stuffcmd(this, "cmd clientversion $gameversion\n");
1213
1214         // notify about available teams
1215         if (teamplay)
1216         {
1217                 CheckAllowedTeams(this);
1218                 int t = 0;
1219                 if (c1 >= 0) t |= BIT(0);
1220                 if (c2 >= 0) t |= BIT(1);
1221                 if (c3 >= 0) t |= BIT(2);
1222                 if (c4 >= 0) t |= BIT(3);
1223                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1224         }
1225         else
1226         {
1227                 stuffcmd(this, "set _teams_available 0\n");
1228         }
1229
1230         bot_relinkplayerlist();
1231
1232         CS(this).spectatortime = time;
1233         if (blockSpectators)
1234         {
1235                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1236         }
1237
1238         CS(this).jointime = time;
1239         CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1240
1241         if (IS_REAL_CLIENT(this))
1242         {
1243                 if (g_weaponarena_weapons == WEPSET(TUBA))
1244                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1245         }
1246
1247         if (!sv_foginterval && world.fog != "")
1248                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1249
1250         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1251                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1252                         send_CSQC_teamnagger();
1253
1254         CSQCMODEL_AUTOINIT(this);
1255
1256         CS(this).model_randomizer = random();
1257
1258         if (IS_REAL_CLIENT(this))
1259                 sv_notice_join(this);
1260
1261         // update physics stats (players can spawn before physics runs)
1262         Physics_UpdateStats(this);
1263
1264         IL_EACH(g_initforplayer, it.init_for_player, {
1265                 it.init_for_player(it, this);
1266         });
1267
1268         MUTATOR_CALLHOOK(ClientConnect, this);
1269
1270         if (IS_REAL_CLIENT(this))
1271         {
1272                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1273                 {
1274                         CS(this).motd_actived_time = -1;
1275                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1276                 }
1277         }
1278 }
1279 /*
1280 =============
1281 ClientDisconnect
1282
1283 Called when a client disconnects from the server
1284 =============
1285 */
1286 .entity chatbubbleentity;
1287 void ReadyCount();
1288 void ClientDisconnect(entity this)
1289 {
1290         assert(IS_CLIENT(this), return);
1291
1292         PlayerStats_GameReport_FinalizePlayer(this);
1293         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1294         if (CS(this).active_minigame) part_minigame(this);
1295         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1296
1297         if (autocvar_sv_eventlog)
1298                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1299
1300         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1301
1302         if(IS_SPEC(this))
1303                 SetSpectatee(this, NULL);
1304
1305     MUTATOR_CALLHOOK(ClientDisconnect, this);
1306
1307         if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1308         ClientState_detach(this);
1309
1310         Portal_ClearAll(this);
1311
1312         Unfreeze(this);
1313
1314         RemoveGrapplingHooks(this);
1315
1316         // Here, everything has been done that requires this player to be a client.
1317
1318         this.flags &= ~FL_CLIENT;
1319
1320         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1321         if (this.killindicator) delete(this.killindicator);
1322
1323         WaypointSprite_PlayerGone(this);
1324
1325         bot_relinkplayerlist();
1326
1327         if (this.clientstatus) strunzone(this.clientstatus);
1328         if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1329         if (this.personal) delete(this.personal);
1330
1331         this.playerid = 0;
1332         ReadyCount();
1333         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1334
1335         ONREMOVE(this);
1336 }
1337
1338 void ChatBubbleThink(entity this)
1339 {
1340         this.nextthink = time;
1341         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1342         {
1343                 if(this.owner) // but why can that ever be NULL?
1344                         this.owner.chatbubbleentity = NULL;
1345                 delete(this);
1346                 return;
1347         }
1348
1349         this.mdl = "";
1350
1351         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1352         {
1353                 if ( CS(this.owner).active_minigame )
1354                         this.mdl = "models/sprites/minigame_busy.iqm";
1355                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1356                         this.mdl = "models/misc/chatbubble.spr";
1357         }
1358
1359         if ( this.model != this.mdl )
1360                 _setmodel(this, this.mdl);
1361
1362 }
1363
1364 void UpdateChatBubble(entity this)
1365 {
1366         if (this.alpha < 0)
1367                 return;
1368         // spawn a chatbubble entity if needed
1369         if (!this.chatbubbleentity)
1370         {
1371                 this.chatbubbleentity = new(chatbubbleentity);
1372                 this.chatbubbleentity.owner = this;
1373                 this.chatbubbleentity.exteriormodeltoclient = this;
1374                 setthink(this.chatbubbleentity, ChatBubbleThink);
1375                 this.chatbubbleentity.nextthink = time;
1376                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1377                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1378                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1379                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1380                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1381                 //this.chatbubbleentity.model = "";
1382                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1383         }
1384 }
1385
1386
1387 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1388 // added to the model skins
1389 /*void UpdateColorModHack()
1390 {
1391         float c;
1392         c = this.clientcolors & 15;
1393         // LordHavoc: only bothering to support white, green, red, yellow, blue
1394              if (!teamplay) this.colormod = '0 0 0';
1395         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1396         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1397         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1398         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1399         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1400         else this.colormod = '1 1 1';
1401 }*/
1402
1403 void respawn(entity this)
1404 {
1405         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1406         {
1407                 this.solid = SOLID_NOT;
1408                 this.takedamage = DAMAGE_NO;
1409                 set_movetype(this, MOVETYPE_FLY);
1410                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1411                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1412                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1413                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1414                 if(autocvar_g_respawn_ghosts_maxtime)
1415                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1416         }
1417
1418         CopyBody(this, 1);
1419
1420         this.effects |= EF_NODRAW; // prevent another CopyBody
1421         PutClientInServer(this);
1422 }
1423
1424 void play_countdown(entity this, float finished, Sound samp)
1425 {
1426     TC(Sound, samp);
1427         if(IS_REAL_CLIENT(this))
1428                 if(floor(finished - time - frametime) != floor(finished - time))
1429                         if(finished - time < 6)
1430                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1431 }
1432
1433 void player_powerups(entity this)
1434 {
1435         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1436         int items_prev = this.items;
1437
1438         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1439                 this.modelflags |= MF_ROCKET;
1440         else
1441                 this.modelflags &= ~MF_ROCKET;
1442
1443         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1444
1445         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1446                 return;
1447
1448         Fire_ApplyDamage(this);
1449         Fire_ApplyEffect(this);
1450
1451         if (!g_instagib)
1452         {
1453                 if (this.items & ITEM_Strength.m_itemid)
1454                 {
1455                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1456                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1457                         if (time > this.strength_finished)
1458                         {
1459                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1460                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1461                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1462                         }
1463                 }
1464                 else
1465                 {
1466                         if (time < this.strength_finished)
1467                         {
1468                                 this.items = this.items | ITEM_Strength.m_itemid;
1469                                 if(!g_cts)
1470                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1471                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1472                         }
1473                 }
1474                 if (this.items & ITEM_Shield.m_itemid)
1475                 {
1476                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1477                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1478                         if (time > this.invincible_finished)
1479                         {
1480                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1481                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1482                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1483                         }
1484                 }
1485                 else
1486                 {
1487                         if (time < this.invincible_finished)
1488                         {
1489                                 this.items = this.items | ITEM_Shield.m_itemid;
1490                                 if(!g_cts)
1491                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1492                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1493                         }
1494                 }
1495                 if (this.items & IT_SUPERWEAPON)
1496                 {
1497                         if (!(this.weapons & WEPSET_SUPERWEAPONS))
1498                         {
1499                                 this.superweapons_finished = 0;
1500                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1501                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1502                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1503                         }
1504                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1505                         {
1506                                 // don't let them run out
1507                         }
1508                         else
1509                         {
1510                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1511                                 if (time > this.superweapons_finished)
1512                                 {
1513                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1514                                         this.weapons &= ~WEPSET_SUPERWEAPONS;
1515                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1516                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1517                                 }
1518                         }
1519                 }
1520                 else if(this.weapons & WEPSET_SUPERWEAPONS)
1521                 {
1522                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1523                         {
1524                                 this.items = this.items | IT_SUPERWEAPON;
1525                                 if(!g_cts)
1526                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1527                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1528                         }
1529                         else
1530                         {
1531                                 this.superweapons_finished = 0;
1532                                 this.weapons &= ~WEPSET_SUPERWEAPONS;
1533                         }
1534                 }
1535                 else
1536                 {
1537                         this.superweapons_finished = 0;
1538                 }
1539         }
1540
1541         if(autocvar_g_nodepthtestplayers)
1542                 this.effects = this.effects | EF_NODEPTHTEST;
1543
1544         if(autocvar_g_fullbrightplayers)
1545                 this.effects = this.effects | EF_FULLBRIGHT;
1546
1547         if (time >= game_starttime)
1548         if (time < this.spawnshieldtime)
1549                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1550
1551         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1552 }
1553
1554 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1555 {
1556         if(current > stable)
1557                 return current;
1558         else if(current > stable - 0.25) // when close enough, "snap"
1559                 return stable;
1560         else
1561                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1562 }
1563
1564 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1565 {
1566         if(current < stable)
1567                 return current;
1568         else if(current < stable + 0.25) // when close enough, "snap"
1569                 return stable;
1570         else
1571                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1572 }
1573
1574 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1575 {
1576         if(current > rotstable)
1577         {
1578                 if(rotframetime > 0)
1579                 {
1580                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1581                         current = max(rotstable, current - rotlinear * rotframetime);
1582                 }
1583         }
1584         else if(current < regenstable)
1585         {
1586                 if(regenframetime > 0)
1587                 {
1588                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1589                         current = min(regenstable, current + regenlinear * regenframetime);
1590                 }
1591         }
1592
1593         if(current > limit)
1594                 current = limit;
1595
1596         return current;
1597 }
1598
1599 void player_regen(entity this)
1600 {
1601         float max_mod, regen_mod, rot_mod, limit_mod;
1602         max_mod = regen_mod = rot_mod = limit_mod = 1;
1603
1604         float regen_health = autocvar_g_balance_health_regen;
1605         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1606         float regen_health_rot = autocvar_g_balance_health_rot;
1607         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1608         float regen_health_stable = autocvar_g_balance_health_regenstable;
1609         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1610         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1611                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1612         max_mod = M_ARGV(1, float);
1613         regen_mod = M_ARGV(2, float);
1614         rot_mod = M_ARGV(3, float);
1615         limit_mod = M_ARGV(4, float);
1616         regen_health = M_ARGV(5, float);
1617         regen_health_linear = M_ARGV(6, float);
1618         regen_health_rot = M_ARGV(7, float);
1619         regen_health_rotlinear = M_ARGV(8, float);
1620         regen_health_stable = M_ARGV(9, float);
1621         regen_health_rotstable = M_ARGV(10, float);
1622
1623         if(!mutator_returnvalue)
1624         if(!STAT(FROZEN, this))
1625         {
1626                 float mina, maxa, limith, limita;
1627                 maxa = autocvar_g_balance_armor_rotstable;
1628                 mina = autocvar_g_balance_armor_regenstable;
1629                 limith = autocvar_g_balance_health_limit;
1630                 limita = autocvar_g_balance_armor_limit;
1631
1632                 regen_health_rotstable = regen_health_rotstable * max_mod;
1633                 regen_health_stable = regen_health_stable * max_mod;
1634                 limith = limith * limit_mod;
1635                 limita = limita * limit_mod;
1636
1637                 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);
1638                 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);
1639         }
1640
1641         // if player rotted to death...  die!
1642         // check this outside above checks, as player may still be able to rot to death
1643         if(this.health < 1)
1644         {
1645                 if(this.vehicle)
1646                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1647                 if(this.event_damage)
1648                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1649         }
1650
1651         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1652         {
1653                 float minf, maxf, limitf;
1654
1655                 maxf = autocvar_g_balance_fuel_rotstable;
1656                 minf = autocvar_g_balance_fuel_regenstable;
1657                 limitf = autocvar_g_balance_fuel_limit;
1658
1659                 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);
1660         }
1661         // Ugly hack to make sure the health and armor don't go beyond hard limit.
1662         // TODO: Remove this hack when all code uses GivePlayerHealth and
1663         // GivePlayerArmor.
1664         if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1665         {
1666                 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1667         }
1668         if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1669         {
1670                 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1671         }
1672         // End hack.
1673 }
1674
1675 bool zoomstate_set;
1676 void SetZoomState(entity this, float newzoom)
1677 {
1678         if(newzoom != CS(this).zoomstate)
1679         {
1680                 CS(this).zoomstate = newzoom;
1681                 ClientData_Touch(this);
1682         }
1683         zoomstate_set = true;
1684 }
1685
1686 void GetPressedKeys(entity this)
1687 {
1688         MUTATOR_CALLHOOK(GetPressedKeys, this);
1689         int keys = STAT(PRESSED_KEYS, this);
1690         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1691         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1692         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1693         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1694
1695         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1696         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1697         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1698         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1699         CS(this).pressedkeys = keys; // store for other users
1700
1701         STAT(PRESSED_KEYS, this) = keys;
1702 }
1703
1704 /*
1705 ======================
1706 spectate mode routines
1707 ======================
1708 */
1709
1710 void SpectateCopy(entity this, entity spectatee)
1711 {
1712     TC(Client, this); TC(Client, spectatee);
1713
1714         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1715         PS(this) = PS(spectatee);
1716         this.armortype = spectatee.armortype;
1717         this.armorvalue = spectatee.armorvalue;
1718         this.ammo_cells = spectatee.ammo_cells;
1719         this.ammo_plasma = spectatee.ammo_plasma;
1720         this.ammo_shells = spectatee.ammo_shells;
1721         this.ammo_nails = spectatee.ammo_nails;
1722         this.ammo_rockets = spectatee.ammo_rockets;
1723         this.ammo_fuel = spectatee.ammo_fuel;
1724         this.clip_load = spectatee.clip_load;
1725         this.clip_size = spectatee.clip_size;
1726         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1727         this.health = spectatee.health;
1728         CS(this).impulse = 0;
1729         this.items = spectatee.items;
1730         this.last_pickup = spectatee.last_pickup;
1731         this.hit_time = spectatee.hit_time;
1732         this.strength_finished = spectatee.strength_finished;
1733         this.invincible_finished = spectatee.invincible_finished;
1734         this.superweapons_finished = spectatee.superweapons_finished;
1735         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1736         this.weapons = spectatee.weapons;
1737         this.vortex_charge = spectatee.vortex_charge;
1738         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1739         this.hagar_load = spectatee.hagar_load;
1740         this.arc_heat_percent = spectatee.arc_heat_percent;
1741         this.minelayer_mines = spectatee.minelayer_mines;
1742         this.punchangle = spectatee.punchangle;
1743         this.view_ofs = spectatee.view_ofs;
1744         this.velocity = spectatee.velocity;
1745         this.dmg_take = spectatee.dmg_take;
1746         this.dmg_save = spectatee.dmg_save;
1747         this.dmg_inflictor = spectatee.dmg_inflictor;
1748         this.v_angle = spectatee.v_angle;
1749         this.angles = spectatee.v_angle;
1750         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1751         this.revive_progress = spectatee.revive_progress;
1752         this.viewloc = spectatee.viewloc;
1753         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1754                 this.fixangle = true;
1755         setorigin(this, spectatee.origin);
1756         setsize(this, spectatee.mins, spectatee.maxs);
1757         SetZoomState(this, CS(spectatee).zoomstate);
1758
1759         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1760         {
1761                 .entity weaponentity = weaponentities[slot];
1762                 this.(weaponentity) = spectatee.(weaponentity);
1763         }
1764
1765         for(int slot = 0; slot < MAX_AXH; ++slot)
1766         {
1767                 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1768         }
1769
1770     anticheat_spectatecopy(this, spectatee);
1771         this.hud = spectatee.hud;
1772         if(spectatee.vehicle)
1773     {
1774         this.angles = spectatee.v_angle;
1775
1776         //this.fixangle = false;
1777         //this.velocity = spectatee.vehicle.velocity;
1778         this.vehicle_health = spectatee.vehicle_health;
1779         this.vehicle_shield = spectatee.vehicle_shield;
1780         this.vehicle_energy = spectatee.vehicle_energy;
1781         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1782         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1783         this.vehicle_reload1 = spectatee.vehicle_reload1;
1784         this.vehicle_reload2 = spectatee.vehicle_reload2;
1785
1786         //msg_entity = this;
1787
1788        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1789             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1790            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1791            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1792
1793         //WriteByte (MSG_ONE, SVC_SETVIEW);
1794         //    WriteEntity(MSG_ONE, this);
1795         //makevectors(spectatee.v_angle);
1796         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1797     }
1798 }
1799
1800 bool SpectateUpdate(entity this)
1801 {
1802         if(!this.enemy)
1803                 return false;
1804
1805         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1806         {
1807                 SetSpectatee(this, NULL);
1808                 return false;
1809         }
1810
1811         SpectateCopy(this, this.enemy);
1812
1813         return true;
1814 }
1815
1816 bool SpectateSet(entity this)
1817 {
1818         if(!IS_PLAYER(this.enemy))
1819                 return false;
1820
1821         ClientData_Touch(this.enemy);
1822
1823         msg_entity = this;
1824         WriteByte(MSG_ONE, SVC_SETVIEW);
1825         WriteEntity(MSG_ONE, this.enemy);
1826         set_movetype(this, MOVETYPE_NONE);
1827         accuracy_resend(this);
1828
1829         if(!SpectateUpdate(this))
1830                 PutObserverInServer(this);
1831
1832         return true;
1833 }
1834
1835 void SetSpectatee_status(entity this, int spectatee_num)
1836 {
1837         int oldspectatee_status = CS(this).spectatee_status;
1838         CS(this).spectatee_status = spectatee_num;
1839
1840         if (CS(this).spectatee_status != oldspectatee_status)
1841         {
1842                 ClientData_Touch(this);
1843                 if (g_race || g_cts) race_InitSpectator();
1844         }
1845 }
1846
1847 void SetSpectatee(entity this, entity spectatee)
1848 {
1849         if(IS_BOT_CLIENT(this))
1850                 return; // bots abuse .enemy, this code is useless to them
1851
1852         entity old_spectatee = this.enemy;
1853
1854         this.enemy = spectatee;
1855
1856         // WEAPONTODO
1857         // these are required to fix the spectator bug with arc
1858         if(old_spectatee)
1859         {
1860                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1861                 {
1862                         .entity weaponentity = weaponentities[slot];
1863                         if(old_spectatee.(weaponentity).arc_beam)
1864                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1865                 }
1866         }
1867         if(this.enemy)
1868         {
1869                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1870                 {
1871                         .entity weaponentity = weaponentities[slot];
1872                         if(this.enemy.(weaponentity).arc_beam)
1873                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1874                 }
1875         }
1876
1877         if (this.enemy)
1878                 SetSpectatee_status(this, etof(this.enemy));
1879
1880         // needed to update spectator list
1881         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1882 }
1883
1884 bool Spectate(entity this, entity pl)
1885 {
1886         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1887                 return false;
1888         pl = M_ARGV(1, entity);
1889
1890         SetSpectatee(this, pl);
1891         return SpectateSet(this);
1892 }
1893
1894 bool SpectateNext(entity this)
1895 {
1896         entity ent = find(this.enemy, classname, STR_PLAYER);
1897
1898         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1899                 ent = M_ARGV(1, entity);
1900         else if (!ent)
1901                 ent = find(ent, classname, STR_PLAYER);
1902
1903         if(ent) { SetSpectatee(this, ent); }
1904
1905         return SpectateSet(this);
1906 }
1907
1908 bool SpectatePrev(entity this)
1909 {
1910         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1911         entity ent = findchain(classname, STR_PLAYER);
1912         if (!ent) // no player
1913                 return false;
1914
1915         entity first = ent;
1916         // skip players until current spectated player
1917         if(this.enemy)
1918         while(ent && ent != this.enemy)
1919                 ent = ent.chain;
1920
1921         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1922         {
1923                 case MUT_SPECPREV_FOUND:
1924                     ent = M_ARGV(1, entity);
1925                     break;
1926                 case MUT_SPECPREV_RETURN:
1927                     return true;
1928                 case MUT_SPECPREV_CONTINUE:
1929                 default:
1930                 {
1931                         if(ent.chain)
1932                                 ent = ent.chain;
1933                         else
1934                                 ent = first;
1935                         break;
1936                 }
1937         }
1938
1939         SetSpectatee(this, ent);
1940         return SpectateSet(this);
1941 }
1942
1943 /*
1944 =============
1945 ShowRespawnCountdown()
1946
1947 Update a respawn countdown display.
1948 =============
1949 */
1950 void ShowRespawnCountdown(entity this)
1951 {
1952         float number;
1953         if(!IS_DEAD(this)) // just respawned?
1954                 return;
1955         else
1956         {
1957                 number = ceil(this.respawn_time - time);
1958                 if(number <= 0)
1959                         return;
1960                 if(number <= this.respawn_countdown)
1961                 {
1962                         this.respawn_countdown = number - 1;
1963                         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
1964                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1965                 }
1966         }
1967 }
1968
1969 .bool team_selected;
1970 bool ShowTeamSelection(entity this)
1971 {
1972         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1973                 return false;
1974         stuffcmd(this, "menu_showteamselect\n");
1975         return true;
1976 }
1977 void Join(entity this)
1978 {
1979         TRANSMUTE(Player, this);
1980
1981         if(!this.team_selected)
1982         if(autocvar_g_campaign || autocvar_g_balance_teams)
1983                 JoinBestTeam(this, false, true);
1984
1985         if(autocvar_g_campaign)
1986                 campaign_bots_may_start = true;
1987
1988         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1989
1990         PutClientInServer(this);
1991
1992         if(IS_PLAYER(this))
1993         if(teamplay && this.team != -1)
1994                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1995         else
1996                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1997         this.team_selected = false;
1998 }
1999
2000 /**
2001  * Determines whether the player is allowed to join. This depends on cvar
2002  * g_maxplayers, if it isn't used this function always return true, otherwise
2003  * it checks whether the number of currently playing players exceeds g_maxplayers.
2004  * @return int number of free slots for players, 0 if none
2005  */
2006 int nJoinAllowed(entity this, entity ignore)
2007 {
2008         if(!ignore)
2009         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2010         // so report 0 free slots if restricted
2011         {
2012                 if(autocvar_g_forced_team_otherwise == "spectate")
2013                         return 0;
2014                 if(autocvar_g_forced_team_otherwise == "spectator")
2015                         return 0;
2016         }
2017
2018         if(this && this.team_forced < 0)
2019                 return 0; // forced spectators can never join
2020
2021         // TODO simplify this
2022         int totalClients = 0;
2023         int currentlyPlaying = 0;
2024         FOREACH_CLIENT(true, {
2025                 if(it != ignore)
2026                         ++totalClients;
2027                 if(IS_REAL_CLIENT(it))
2028                 if(IS_PLAYER(it) || it.caplayer)
2029                         ++currentlyPlaying;
2030         });
2031
2032         float free_slots = 0;
2033         if (!autocvar_g_maxplayers)
2034                 free_slots = maxclients - totalClients;
2035         else if(currentlyPlaying < autocvar_g_maxplayers)
2036                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2037
2038         static float join_prevent_msg_time = 0;
2039         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2040         {
2041                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2042                 join_prevent_msg_time = time + 3;
2043         }
2044
2045         return free_slots;
2046 }
2047
2048 /**
2049  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2050  * g_maxplayers_spectator_blocktime seconds
2051  */
2052 void checkSpectatorBlock(entity this)
2053 {
2054         if(IS_SPEC(this) || IS_OBSERVER(this))
2055         if(!this.caplayer)
2056         if(IS_REAL_CLIENT(this))
2057         {
2058                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2059                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2060                         dropclient(this);
2061                 }
2062         }
2063 }
2064
2065 void PrintWelcomeMessage(entity this)
2066 {
2067         if(CS(this).motd_actived_time == 0)
2068         {
2069                 if (autocvar_g_campaign) {
2070                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2071                                 CS(this).motd_actived_time = time;
2072                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2073                         }
2074                 } else {
2075                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2076                                 CS(this).motd_actived_time = time;
2077                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2078                         }
2079                 }
2080         }
2081         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2082         {
2083                 if (autocvar_g_campaign) {
2084                         if (PHYS_INPUT_BUTTON_INFO(this))
2085                                 CS(this).motd_actived_time = time;
2086                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2087                                 CS(this).motd_actived_time = 0;
2088                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2089                         }
2090                 } else {
2091                         if (PHYS_INPUT_BUTTON_INFO(this))
2092                                 CS(this).motd_actived_time = time;
2093                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2094                                 CS(this).motd_actived_time = 0;
2095                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2096                         }
2097                 }
2098         }
2099         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2100         {
2101                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2102                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2103                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2104                 {
2105                         // instanctly hide MOTD
2106                         CS(this).motd_actived_time = 0;
2107                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2108                 }
2109         }
2110 }
2111
2112 bool joinAllowed(entity this)
2113 {
2114         if (CS(this).version_mismatch) return false;
2115         if (!nJoinAllowed(this, this)) return false;
2116         if (teamplay && lockteams) return false;
2117         if (ShowTeamSelection(this)) return false;
2118         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2119         return true;
2120 }
2121
2122 .int items_added;
2123 bool PlayerThink(entity this)
2124 {
2125         if (game_stopped || intermission_running) {
2126                 this.modelflags &= ~MF_ROCKET;
2127                 if(intermission_running)
2128                         IntermissionThink(this);
2129                 return false;
2130         }
2131
2132         if (timeout_status == TIMEOUT_ACTIVE) {
2133         // don't allow the player to turn around while game is paused
2134                 // FIXME turn this into CSQC stuff
2135                 this.v_angle = this.lastV_angle;
2136                 this.angles = this.lastV_angle;
2137                 this.fixangle = true;
2138         }
2139
2140         if (frametime) player_powerups(this);
2141
2142         if (IS_DEAD(this)) {
2143                 if (this.personal && g_race_qualifying) {
2144                         if (time > this.respawn_time) {
2145                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2146                                 respawn(this);
2147                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2148                         }
2149                 } else {
2150                         if (frametime) player_anim(this);
2151
2152                         if (this.respawn_flags & RESPAWN_DENY)
2153                         {
2154                                 STAT(RESPAWN_TIME, this) = 0;
2155                                 return false;
2156                         }
2157
2158                         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));
2159
2160                         switch(this.deadflag)
2161                         {
2162                                 case DEAD_DYING:
2163                                 {
2164                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2165                                                 this.deadflag = DEAD_RESPAWNING;
2166                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2167                                                 this.deadflag = DEAD_DEAD;
2168                                         break;
2169                                 }
2170                                 case DEAD_DEAD:
2171                                 {
2172                                         if (button_pressed)
2173                                                 this.deadflag = DEAD_RESPAWNABLE;
2174                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2175                                                 this.deadflag = DEAD_RESPAWNING;
2176                                         break;
2177                                 }
2178                                 case DEAD_RESPAWNABLE:
2179                                 {
2180                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2181                                                 this.deadflag = DEAD_RESPAWNING;
2182                                         break;
2183                                 }
2184                                 case DEAD_RESPAWNING:
2185                                 {
2186                                         if (time > this.respawn_time)
2187                                         {
2188                                                 this.respawn_time = time + 1; // only retry once a second
2189                                                 this.respawn_time_max = this.respawn_time;
2190                                                 respawn(this);
2191                                         }
2192                                         break;
2193                                 }
2194                         }
2195
2196                         ShowRespawnCountdown(this);
2197
2198                         if (this.respawn_flags & RESPAWN_SILENT)
2199                                 STAT(RESPAWN_TIME, this) = 0;
2200                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2201                         {
2202                                 if (time < this.respawn_time)
2203                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2204                                 else if (this.deadflag != DEAD_RESPAWNING)
2205                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2206                         }
2207                         else
2208                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2209                 }
2210
2211                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2212                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2213                         STAT(RESPAWN_TIME, this) *= -1;
2214
2215                 return false;
2216         }
2217
2218         bool have_hook = false;
2219         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2220         {
2221                 .entity weaponentity = weaponentities[slot];
2222                 if(this.(weaponentity).hook.state)
2223                 {
2224                         have_hook = true;
2225                         break;
2226                 }
2227         }
2228         bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2229         if (have_hook) {
2230                 do_crouch = false;
2231         } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2232                 do_crouch = false;
2233         } else if (this.vehicle) {
2234                 do_crouch = false;
2235         } else if (STAT(FROZEN, this)) {
2236                 do_crouch = false;
2237     }
2238
2239         if (do_crouch) {
2240                 if (!this.crouch) {
2241                         this.crouch = true;
2242                         this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2243                         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2244                         // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2245                 }
2246         } else if (this.crouch) {
2247         tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2248         if (!trace_startsolid) {
2249             this.crouch = false;
2250             this.view_ofs = STAT(PL_VIEW_OFS, this);
2251             setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2252         }
2253         }
2254
2255         FixPlayermodel(this);
2256
2257         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2258         //if(frametime)
2259         {
2260                 this.items &= ~this.items_added;
2261
2262                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2263                 {
2264                         .entity weaponentity = weaponentities[slot];
2265                         W_WeaponFrame(this, weaponentity);
2266
2267                         if(slot == 0)
2268                         {
2269                                 this.clip_load = this.(weaponentity).clip_load;
2270                                 this.clip_size = this.(weaponentity).clip_size;
2271                         }
2272                 }
2273
2274                 this.items_added = 0;
2275                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2276             this.items_added |= IT_FUEL;
2277
2278                 this.items |= this.items_added;
2279         }
2280
2281         player_regen(this);
2282
2283         // WEAPONTODO: Add a weapon request for this
2284         // rot vortex charge to the charge limit
2285         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2286         {
2287                 .entity weaponentity = weaponentities[slot];
2288                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2289                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2290         }
2291
2292         if (frametime) player_anim(this);
2293
2294         // secret status
2295         secrets_setstatus(this);
2296
2297         // monsters status
2298         monsters_setstatus(this);
2299
2300         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2301
2302         return true;
2303 }
2304
2305 void ObserverThink(entity this)
2306 {
2307         if ( CS(this).impulse )
2308         {
2309                 MinigameImpulse(this, CS(this).impulse);
2310                 CS(this).impulse = 0;
2311         }
2312
2313         if (this.flags & FL_JUMPRELEASED) {
2314                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2315                         this.flags &= ~FL_JUMPRELEASED;
2316                         this.flags |= FL_SPAWNING;
2317                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2318                         this.flags &= ~FL_JUMPRELEASED;
2319                         if(SpectateNext(this)) {
2320                                 TRANSMUTE(Spectator, this);
2321                         }
2322                 } else {
2323                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2324                         set_movetype(this, preferred_movetype);
2325                 }
2326         } else {
2327                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2328                         this.flags |= FL_JUMPRELEASED;
2329                         if(this.flags & FL_SPAWNING)
2330                         {
2331                                 this.flags &= ~FL_SPAWNING;
2332                                 Join(this);
2333                                 return;
2334                         }
2335                 }
2336         }
2337 }
2338
2339 void SpectatorThink(entity this)
2340 {
2341         if ( CS(this).impulse )
2342         {
2343                 if(MinigameImpulse(this, CS(this).impulse))
2344                         CS(this).impulse = 0;
2345
2346                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2347                 {
2348                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2349                         CS(this).impulse = 0;
2350                         return;
2351                 }
2352         }
2353
2354         if (this.flags & FL_JUMPRELEASED) {
2355                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2356                         this.flags &= ~FL_JUMPRELEASED;
2357                         this.flags |= FL_SPAWNING;
2358                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2359                         this.flags &= ~FL_JUMPRELEASED;
2360                         if(SpectateNext(this)) {
2361                                 TRANSMUTE(Spectator, this);
2362                         } else {
2363                                 TRANSMUTE(Observer, this);
2364                                 PutClientInServer(this);
2365                         }
2366                         CS(this).impulse = 0;
2367                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2368                         this.flags &= ~FL_JUMPRELEASED;
2369                         if(SpectatePrev(this)) {
2370                                 TRANSMUTE(Spectator, this);
2371                         } else {
2372                                 TRANSMUTE(Observer, this);
2373                                 PutClientInServer(this);
2374                         }
2375                         CS(this).impulse = 0;
2376                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2377                         this.flags &= ~FL_JUMPRELEASED;
2378                         TRANSMUTE(Observer, this);
2379                         PutClientInServer(this);
2380                 } else {
2381                         if(!SpectateUpdate(this))
2382                                 PutObserverInServer(this);
2383                 }
2384         } else {
2385                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2386                         this.flags |= FL_JUMPRELEASED;
2387                         if(this.flags & FL_SPAWNING)
2388                         {
2389                                 this.flags &= ~FL_SPAWNING;
2390                                 Join(this);
2391                                 return;
2392                         }
2393                 }
2394                 if(!SpectateUpdate(this))
2395                         PutObserverInServer(this);
2396         }
2397
2398         this.flags |= FL_CLIENT | FL_NOTARGET;
2399 }
2400
2401 void vehicles_enter (entity pl, entity veh);
2402 void PlayerUseKey(entity this)
2403 {
2404         if (!IS_PLAYER(this))
2405                 return;
2406
2407         if(this.vehicle)
2408         {
2409                 if(!game_stopped)
2410                 {
2411                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2412                         return;
2413                 }
2414         }
2415         else if(autocvar_g_vehicles_enter)
2416         {
2417                 if(!STAT(FROZEN, this))
2418                 if(!IS_DEAD(this))
2419                 if(!game_stopped)
2420                 {
2421                         entity head, closest_target = NULL;
2422                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2423
2424                         while(head) // find the closest acceptable target to enter
2425                         {
2426                                 if(IS_VEHICLE(head))
2427                                 if(!IS_DEAD(head))
2428                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2429                                 if(head.takedamage != DAMAGE_NO)
2430                                 {
2431                                         if(closest_target)
2432                                         {
2433                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2434                                                 { closest_target = head; }
2435                                         }
2436                                         else { closest_target = head; }
2437                                 }
2438
2439                                 head = head.chain;
2440                         }
2441
2442                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2443                 }
2444         }
2445
2446         // a use key was pressed; call handlers
2447         MUTATOR_CALLHOOK(PlayerUseKey, this);
2448 }
2449
2450
2451 /*
2452 =============
2453 PlayerPreThink
2454
2455 Called every frame for each client before the physics are run
2456 =============
2457 */
2458 .float last_vehiclecheck;
2459 void PlayerPreThink (entity this)
2460 {
2461         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2462         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2463
2464         WarpZone_PlayerPhysics_FixVAngle(this);
2465
2466         if (frametime) {
2467                 // physics frames: update anticheat stuff
2468                 anticheat_prethink(this);
2469         }
2470
2471         if (blockSpectators && frametime) {
2472                 // WORKAROUND: only use dropclient in server frames (frametime set).
2473                 // Never use it in cl_movement frames (frametime zero).
2474                 checkSpectatorBlock(this);
2475     }
2476
2477         zoomstate_set = false;
2478
2479         // Check for nameless players
2480         if (isInvisibleString(this.netname)) {
2481                 this.netname = strzone(sprintf("Player#%d", this.playerid));
2482                 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2483         }
2484         if (this.netname != CS(this).netname_previous) {
2485                 if (autocvar_sv_eventlog) {
2486                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2487         }
2488                 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2489                 CS(this).netname_previous = strzone(this.netname);
2490         }
2491
2492         // version nagging
2493         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2494         CS(this).version_nagtime = 0;
2495         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2496             // git client
2497         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2498             // git server
2499             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2500         } else {
2501             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2502             if (r < 0) { // old client
2503                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2504             } else if (r > 0) { // old server
2505                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2506             }
2507         }
2508     }
2509
2510         // GOD MODE info
2511         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2512         {
2513                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2514                 this.max_armorvalue = 0;
2515         }
2516
2517         if(IS_PLAYER(this))
2518         {
2519                 if (STAT(FROZEN, this) == 2)
2520                 {
2521                         this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2522                         this.health = max(1, this.revive_progress * start_health);
2523                         this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2524
2525                         if (this.revive_progress >= 1)
2526                                 Unfreeze(this);
2527                 }
2528                 else if (STAT(FROZEN, this) == 3)
2529                 {
2530                         this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2531                         this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2532
2533                         if (this.health < 1)
2534                         {
2535                                 if (this.vehicle)
2536                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2537                                 if(this.event_damage)
2538                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2539                         }
2540                         else if (this.revive_progress <= 0)
2541                                 Unfreeze(this);
2542                 }
2543         }
2544
2545         MUTATOR_CALLHOOK(PlayerPreThink, this);
2546
2547         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2548         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2549         {
2550                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2551                 {
2552                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2553                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2554                         {
2555                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2556                         }
2557                         else if(!it.owner)
2558                         {
2559                                 if(!it.team || SAME_TEAM(this, it))
2560                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2561                                 else if(autocvar_g_vehicles_steal)
2562                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2563                         }
2564                 });
2565
2566                 this.last_vehiclecheck = time + 1;
2567         }
2568
2569         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2570         {
2571                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2572                         PlayerUseKey(this);
2573                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2574         }
2575
2576         if (IS_REAL_CLIENT(this))
2577                 PrintWelcomeMessage(this);
2578
2579         if (IS_PLAYER(this)) {
2580                 if(!PlayerThink(this))
2581                         return;
2582         }
2583         else if (game_stopped || intermission_running) {
2584                 if(intermission_running)
2585                         IntermissionThink(this);
2586                 return;
2587         }
2588         else if (IS_OBSERVER(this)) {
2589                 ObserverThink(this);
2590         }
2591         else if (IS_SPEC(this)) {
2592                 SpectatorThink(this);
2593         }
2594
2595         // WEAPONTODO: Add weapon request for this
2596         if (!zoomstate_set) {
2597                 bool wep_zoomed = false;
2598                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2599                 {
2600                         .entity weaponentity = weaponentities[slot];
2601                         Weapon thiswep = this.(weaponentity).m_weapon;
2602                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2603                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2604                 }
2605                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2606     }
2607
2608         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2609         {
2610                 CS(this).teamkill_soundtime = 0;
2611
2612                 entity e = CS(this).teamkill_soundsource;
2613                 entity oldpusher = e.pusher;
2614                 e.pusher = this;
2615                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2616                 e.pusher = oldpusher;
2617         }
2618
2619         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2620                 CS(this).taunt_soundtime = 0;
2621                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2622         }
2623
2624         target_voicescript_next(this);
2625
2626         // WEAPONTODO: Move into weaponsystem somehow
2627         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2628         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2629         {
2630                 .entity weaponentity = weaponentities[slot];
2631                 if(this.(weaponentity).m_weapon == WEP_Null)
2632                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2633         }
2634 }
2635
2636 void DrownPlayer(entity this)
2637 {
2638         if(IS_DEAD(this))
2639                 return;
2640
2641         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2642         {
2643                 if(this.air_finished < time)
2644                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2645                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2646                 this.dmg = 2;
2647         }
2648         else if (this.air_finished < time)
2649         {       // drown!
2650                 if (this.pain_finished < time)
2651                 {
2652                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2653                         this.pain_finished = time + 0.5;
2654                 }
2655         }
2656 }
2657
2658 .bool move_qcphysics;
2659
2660 void Player_Physics(entity this)
2661 {
2662         set_movetype(this, this.move_movetype);
2663
2664         if(!this.move_qcphysics)
2665                 return;
2666
2667         if(!frametime && !CS(this).pm_frametime)
2668                 return;
2669
2670         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2671
2672         CS(this).pm_frametime = 0;
2673 }
2674
2675 /*
2676 =============
2677 PlayerPostThink
2678
2679 Called every frame for each client after the physics are run
2680 =============
2681 */
2682 void PlayerPostThink (entity this)
2683 {
2684         Player_Physics(this);
2685
2686         if (sv_maxidle > 0)
2687         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2688         if (IS_REAL_CLIENT(this))
2689         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2690         {
2691                 int totalClients = 0;
2692                 if(sv_maxidle_slots > 0)
2693                 {
2694                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2695                         {
2696                                 ++totalClients;
2697                         });
2698                 }
2699
2700                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2701                 { /* do nothing */ }
2702                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2703                 {
2704                         if (CS(this).idlekick_lasttimeleft)
2705                         {
2706                                 CS(this).idlekick_lasttimeleft = 0;
2707                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2708                         }
2709                 }
2710                 else
2711                 {
2712                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2713                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2714                                 if (!CS(this).idlekick_lasttimeleft)
2715                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2716                         }
2717                         if (timeleft <= 0) {
2718                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2719                                 dropclient(this);
2720                                 return;
2721                         }
2722                         else if (timeleft <= 10) {
2723                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2724                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2725                 }
2726                                 CS(this).idlekick_lasttimeleft = timeleft;
2727                         }
2728                 }
2729         }
2730
2731         CheatFrame(this);
2732
2733         if (game_stopped)
2734         {
2735                 this.solid = SOLID_NOT;
2736                 this.takedamage = DAMAGE_NO;
2737                 set_movetype(this, MOVETYPE_NONE);
2738         }
2739
2740         if (IS_PLAYER(this)) {
2741                 DrownPlayer(this);
2742                 UpdateChatBubble(this);
2743                 if (CS(this).impulse) ImpulseCommands(this);
2744                 if (game_stopped)
2745                 {
2746                         CSQCMODEL_AUTOUPDATE(this);
2747                         return;
2748                 }
2749                 GetPressedKeys(this);
2750         }
2751
2752         if (this.waypointsprite_attachedforcarrier) {
2753             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2754                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2755     }
2756
2757         playerdemo_write(this);
2758
2759         CSQCMODEL_AUTOUPDATE(this);
2760 }
2761
2762 // hack to copy the button fields from the client entity to the Client State
2763 void PM_UpdateButtons(entity this, entity store)
2764 {
2765         if(this.impulse)
2766                 store.impulse = this.impulse;
2767         this.impulse = 0;
2768
2769         store.button0 = this.button0;
2770         store.button2 = this.button2;
2771         store.button3 = this.button3;
2772         store.button4 = this.button4;
2773         store.button5 = this.button5;
2774         store.button6 = this.button6;
2775         store.button7 = this.button7;
2776         store.button8 = this.button8;
2777         store.button9 = this.button9;
2778         store.button10 = this.button10;
2779         store.button11 = this.button11;
2780         store.button12 = this.button12;
2781         store.button13 = this.button13;
2782         store.button14 = this.button14;
2783         store.button15 = this.button15;
2784         store.button16 = this.button16;
2785         store.buttonuse = this.buttonuse;
2786         store.buttonchat = this.buttonchat;
2787
2788         store.cursor_active = this.cursor_active;
2789         store.cursor_screen = this.cursor_screen;
2790         store.cursor_trace_start = this.cursor_trace_start;
2791         store.cursor_trace_endpos = this.cursor_trace_endpos;
2792         store.cursor_trace_ent = this.cursor_trace_ent;
2793
2794         store.ping = this.ping;
2795         store.ping_packetloss = this.ping_packetloss;
2796         store.ping_movementloss = this.ping_movementloss;
2797
2798         store.v_angle = this.v_angle;
2799         store.movement = this.movement;
2800 }