]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
262d1d1a7d12425cfcec14c609c267f10eb73775
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
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 "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
17 #include "g_hook.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
21 #include "cheats.qh"
22 #include "g_world.qh"
23 #include "race.qh"
24 #include "antilag.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
28
29 #include "bot/api.qh"
30
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
34
35 #include <common/effects/qc/globalsound.qh>
36
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
40
41 #include "../common/vehicles/all.qh"
42
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
45
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
49
50 #include <common/vehicles/sv_vehicles.qh>
51
52 #include "../common/items/_mod.qh"
53
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
57
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
61
62 #include "../common/minigames/sv_minigames.qh"
63
64 #include "../common/items/inventory.qh"
65
66 #include "../common/monsters/sv_monsters.qh"
67
68 #include "../lib/warpzone/server.qh"
69
70 #include <common/mutators/mutator/overkill/oknex.qh>
71
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
73 {
74     ClientConnect(this);
75     TRANSMUTE(Player, this);
76     this.frame = 12; // 7
77     this.team = _team;
78     PutClientInServer(this);
79 }
80
81 STATIC_METHOD(Client, Remove, void(Client this))
82 {
83     TRANSMUTE(Observer, this);
84     PutClientInServer(this);
85     ClientDisconnect(this);
86 }
87
88 void send_CSQC_teamnagger() {
89         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
90 }
91
92 int CountSpectators(entity player, entity to)
93 {
94         if(!player) { return 0; } // not sure how, but best to be safe
95
96         int spec_count = 0;
97
98         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
99         {
100                 spec_count++;
101         });
102
103         return spec_count;
104 }
105
106 void WriteSpectators(entity player, entity to)
107 {
108         if(!player) { return; } // not sure how, but best to be safe
109
110         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111         {
112                 WriteByte(MSG_ENTITY, num_for_edict(it));
113         });
114 }
115
116 bool ClientData_Send(entity this, entity to, int sf)
117 {
118         assert(to == this.owner, return false);
119
120         entity e = to;
121         if (IS_SPEC(e)) e = e.enemy;
122
123         sf = 0;
124         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
125         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
126         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
127         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
128
129         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130         WriteByte(MSG_ENTITY, sf);
131
132         if (sf & BIT(1))
133                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
134
135         if(sf & BIT(4))
136         {
137                 float specs = CountSpectators(e, to);
138                 WriteByte(MSG_ENTITY, specs);
139                 WriteSpectators(e, to);
140         }
141
142         return true;
143 }
144
145 void ClientData_Attach(entity this)
146 {
147         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148         CS(this).clientdata.drawonlytoclient = this;
149         CS(this).clientdata.owner = this;
150 }
151
152 void ClientData_Detach(entity this)
153 {
154         delete(CS(this).clientdata);
155         CS(this).clientdata = NULL;
156 }
157
158 void ClientData_Touch(entity e)
159 {
160         entity cd = CS(e).clientdata;
161         if (cd) { cd.SendFlags = 1; }
162
163         // make it spectatable
164         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
165         {
166                 entity cd = CS(it).clientdata;
167                 if (cd) { cd.SendFlags = 1; }
168         });
169 }
170
171
172 /*
173 =============
174 CheckPlayerModel
175
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
178 =============
179 */
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
183         {
184                 // note: we cannot summon Don Strunzone here, some player may
185                 // still have the model string set. In case anyone manages how
186                 // to change a cvar default, we'll have a small leak here.
187                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
188         }
189         // only in right path
190         if( substring(plyermodel,0,14) != "models/player/")
191                 return FallbackPlayerModel;
192         // only good file extensions
193         if(substring(plyermodel,-4,4) != ".zym")
194         if(substring(plyermodel,-4,4) != ".dpm")
195         if(substring(plyermodel,-4,4) != ".iqm")
196         if(substring(plyermodel,-4,4) != ".md3")
197         if(substring(plyermodel,-4,4) != ".psk")
198                 return FallbackPlayerModel;
199         // forbid the LOD models
200         if(substring(plyermodel, -9,5) == "_lod1")
201                 return FallbackPlayerModel;
202         if(substring(plyermodel, -9,5) == "_lod2")
203                 return FallbackPlayerModel;
204         if(plyermodel != strtolower(plyermodel))
205                 return FallbackPlayerModel;
206         // also, restrict to server models
207         if(autocvar_sv_servermodelsonly)
208         {
209                 if(!fexists(plyermodel))
210                         return FallbackPlayerModel;
211         }
212         return plyermodel;
213 }
214
215 void setplayermodel(entity e, string modelname)
216 {
217         precache_model(modelname);
218         _setmodel(e, modelname);
219         player_setupanimsformodel(e);
220         if(!autocvar_g_debug_globalsounds)
221                 UpdatePlayerSounds(e);
222 }
223
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
226 {
227     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228         PlayerState_detach(this);
229
230         if (IS_PLAYER(this))
231         {
232                 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
233                 {
234                         // despawn effect
235                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
236                 }
237
238                 // was a player, recount votes and ready status
239                 if(IS_REAL_CLIENT(this))
240                 {
241                         if (vote_called) { VoteCount(false); }
242                         ReadyCount();
243                 }
244     }
245
246     {
247         entity spot = SelectSpawnPoint(this, true);
248         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249         this.angles = vec2(spot.angles);
250         this.fixangle = true;
251         // offset it so that the spectator spawns higher off the ground, looks better this way
252         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253         if (IS_REAL_CLIENT(this))
254         {
255             msg_entity = this;
256             WriteByte(MSG_ONE, SVC_SETVIEW);
257             WriteEntity(MSG_ONE, this);
258         }
259         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261         if(!autocvar_g_debug_globalsounds)
262         {
263                 // needed for player sounds
264                 this.model = "";
265                 FixPlayermodel(this);
266         }
267         setmodel(this, MDL_Null);
268         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269         this.view_ofs = '0 0 0';
270     }
271
272     RemoveGrapplingHooks(this);
273         Portal_ClearAll(this);
274         Unfreeze(this);
275         SetSpectatee(this, NULL);
276
277         if (this.alivetime)
278         {
279                 if (!warmup_stage)
280                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
281                 this.alivetime = 0;
282         }
283
284         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
285
286         WaypointSprite_PlayerDead(this);
287
288         if (mutator_returnvalue) {
289             // mutator prevents resetting teams+score
290         } else {
291                 Player_SetTeamIndex(this, -1);
292                 this.frags = FRAGS_SPECTATOR;
293         PlayerScore_Clear(this);  // clear scores when needed
294     }
295
296         if (CS(this).killcount != FRAGS_SPECTATOR)
297         {
298                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
299                 if(!game_stopped)
300                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
301                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
302
303                 if(!CS(this).just_joined)
304                         LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
305                 else
306                         CS(this).just_joined = false;
307         }
308
309         accuracy_resend(this);
310
311         CS(this).spectatortime = time;
312         if(this.bot_attack)
313                 IL_REMOVE(g_bot_targets, this);
314         this.bot_attack = false;
315         if(this.monster_attack)
316                 IL_REMOVE(g_monster_targets, this);
317         this.monster_attack = false;
318     STAT(HUD, this) = HUD_NORMAL;
319         TRANSMUTE(Observer, this);
320         this.iscreature = false;
321         this.teleportable = TELEPORT_SIMPLE;
322         if(this.damagedbycontents)
323                 IL_REMOVE(g_damagedbycontents, this);
324         this.damagedbycontents = false;
325         SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
326         SetSpectatee_status(this, etof(this));
327         this.takedamage = DAMAGE_NO;
328         this.solid = SOLID_NOT;
329         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
330         this.flags = FL_CLIENT | FL_NOTARGET;
331         this.effects = 0;
332         SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
333         this.pauserotarmor_finished = 0;
334         this.pauserothealth_finished = 0;
335         this.pauseregen_finished = 0;
336         this.damageforcescale = 0;
337         this.death_time = 0;
338         this.respawn_flags = 0;
339         this.respawn_time = 0;
340         STAT(RESPAWN_TIME, this) = 0;
341         this.alpha = 0;
342         this.scale = 0;
343         this.fade_time = 0;
344         this.pain_frame = 0;
345         this.pain_finished = 0;
346         this.strength_finished = 0;
347         this.invincible_finished = 0;
348         this.superweapons_finished = 0;
349         this.dphitcontentsmask = 0;
350         this.pushltime = 0;
351         this.istypefrag = 0;
352         setthink(this, func_null);
353         this.nextthink = 0;
354         this.deadflag = DEAD_NO;
355         this.crouch = false;
356         STAT(REVIVE_PROGRESS, this) = 0;
357         this.revival_time = 0;
358
359         this.items = 0;
360         STAT(WEAPONS, this) = '0 0 0';
361         this.drawonlytoclient = this;
362
363         this.viewloc = NULL;
364
365         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
366
367         this.weaponmodel = "";
368         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
369         {
370                 this.weaponentities[slot] = NULL;
371         }
372         this.exteriorweaponentity = NULL;
373         CS(this).killcount = FRAGS_SPECTATOR;
374         this.velocity = '0 0 0';
375         this.avelocity = '0 0 0';
376         this.punchangle = '0 0 0';
377         this.punchvector = '0 0 0';
378         this.oldvelocity = this.velocity;
379         this.fire_endtime = -1;
380         this.event_damage = func_null;
381         this.event_heal = func_null;
382
383         for(int slot = 0; slot < MAX_AXH; ++slot)
384         {
385                 entity axh = this.(AuxiliaryXhair[slot]);
386                 this.(AuxiliaryXhair[slot]) = NULL;
387
388                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
389                         delete(axh);
390         }
391 }
392
393 int player_getspecies(entity this)
394 {
395         get_model_parameters(this.model, this.skin);
396         int s = get_model_parameters_species;
397         get_model_parameters(string_null, 0);
398         if (s < 0) return SPECIES_HUMAN;
399         return s;
400 }
401
402 .float model_randomizer;
403 void FixPlayermodel(entity player)
404 {
405         string defaultmodel = "";
406         int defaultskin = 0;
407         if(autocvar_sv_defaultcharacter)
408         {
409                 if(teamplay)
410                 {
411                         switch(player.team)
412                         {
413                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
414                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
415                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
416                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
417                         }
418                 }
419
420                 if(defaultmodel == "")
421                 {
422                         defaultmodel = autocvar_sv_defaultplayermodel;
423                         defaultskin = autocvar_sv_defaultplayerskin;
424                 }
425
426                 int n = tokenize_console(defaultmodel);
427                 if(n > 0)
428                 {
429                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
430                         // However, do NOT randomize if the player-selected model is in the list.
431                         for (int i = 0; i < n; ++i)
432                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
433                                         defaultmodel = argv(i);
434                 }
435
436                 int i = strstrofs(defaultmodel, ":", 0);
437                 if(i >= 0)
438                 {
439                         defaultskin = stof(substring(defaultmodel, i+1, -1));
440                         defaultmodel = substring(defaultmodel, 0, i);
441                 }
442         }
443         if(autocvar_sv_defaultcharacterskin && !defaultskin)
444         {
445                 if(teamplay)
446                 {
447                         switch(player.team)
448                         {
449                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
450                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
451                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
452                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
453                         }
454                 }
455
456                 if(!defaultskin)
457                         defaultskin = autocvar_sv_defaultplayerskin;
458         }
459
460         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
461         defaultmodel = M_ARGV(0, string);
462         defaultskin = M_ARGV(1, int);
463
464         bool chmdl = false;
465         int oldskin;
466         if(defaultmodel != "")
467         {
468                 if (defaultmodel != player.model)
469                 {
470                         vector m1 = player.mins;
471                         vector m2 = player.maxs;
472                         setplayermodel (player, defaultmodel);
473                         setsize (player, m1, m2);
474                         chmdl = true;
475                 }
476
477                 oldskin = player.skin;
478                 player.skin = defaultskin;
479         } else {
480                 if (player.playermodel != player.model || player.playermodel == "")
481                 {
482                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
483                         vector m1 = player.mins;
484                         vector m2 = player.maxs;
485                         setplayermodel (player, player.playermodel);
486                         setsize (player, m1, m2);
487                         chmdl = true;
488                 }
489
490                 if(!autocvar_sv_defaultcharacterskin)
491                 {
492                         oldskin = player.skin;
493                         player.skin = stof(player.playerskin);
494                 }
495                 else
496                 {
497                         oldskin = player.skin;
498                         player.skin = defaultskin;
499                 }
500         }
501
502         if(chmdl || oldskin != player.skin) // model or skin has changed
503         {
504                 player.species = player_getspecies(player); // update species
505                 if(!autocvar_g_debug_globalsounds)
506                         UpdatePlayerSounds(player); // update skin sounds
507         }
508
509         if(!teamplay)
510                 if(strlen(autocvar_sv_defaultplayercolors))
511                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
512                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
513 }
514
515 void PutPlayerInServer(entity this)
516 {
517         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
518
519         PlayerState_attach(this);
520         accuracy_resend(this);
521
522         if (this.team < 0)
523                 TeamBalance_JoinBestTeam(this);
524
525         entity spot = SelectSpawnPoint(this, false);
526         if (!spot) {
527                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
528                 return; // spawn failed
529         }
530
531         TRANSMUTE(Player, this);
532
533         CS(this).wasplayer = true;
534         this.iscreature = true;
535         this.teleportable = TELEPORT_NORMAL;
536         if(!this.damagedbycontents)
537                 IL_PUSH(g_damagedbycontents, this);
538         this.damagedbycontents = true;
539         set_movetype(this, MOVETYPE_WALK);
540         this.solid = SOLID_SLIDEBOX;
541         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
542         if (autocvar_g_playerclip_collisions)
543                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
544         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
545                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
546         this.frags = FRAGS_PLAYER;
547         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
548         this.flags = FL_CLIENT | FL_PICKUPITEMS;
549         if (autocvar__notarget)
550                 this.flags |= FL_NOTARGET;
551         this.takedamage = DAMAGE_AIM;
552         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
553
554         if (warmup_stage) {
555                 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
556                 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
557                 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
558                 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
559                 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
560                 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
561                 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
562                 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
563                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
564         } else {
565                 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
566                 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
567                 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
568                 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
569                 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
570                 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
571                 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
572                 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
573                 STAT(WEAPONS, this) = start_weapons;
574                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
575                 {
576                         GiveRandomWeapons(this, random_start_weapons_count,
577                                 autocvar_g_random_start_weapons, random_start_ammo);
578                 }
579         }
580         SetSpectatee_status(this, 0);
581
582         PS(this).dual_weapons = '0 0 0';
583
584         this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
585
586         this.items = start_items;
587
588         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
589         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
590         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
591         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
592         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
593         if (!sv_ready_restart_after_countdown && time < game_starttime)
594         {
595                 float f = game_starttime - time;
596                 this.spawnshieldtime += f;
597                 this.pauserotarmor_finished += f;
598                 this.pauserothealth_finished += f;
599                 this.pauseregen_finished += f;
600         }
601
602         this.damageforcescale = 2;
603         this.death_time = 0;
604         this.respawn_flags = 0;
605         this.respawn_time = 0;
606         STAT(RESPAWN_TIME, this) = 0;
607         this.scale = autocvar_sv_player_scale;
608         this.fade_time = 0;
609         this.pain_frame = 0;
610         this.pain_finished = 0;
611         this.pushltime = 0;
612         setthink(this, func_null); // players have no think function
613         this.nextthink = 0;
614         this.dmg_team = 0;
615         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
616
617         this.deadflag = DEAD_NO;
618
619         this.angles = spot.angles;
620         this.angles_z = 0; // never spawn tilted even if the spot says to
621         if (IS_BOT_CLIENT(this))
622                 this.v_angle = this.angles;
623         this.fixangle = true; // turn this way immediately
624         this.oldvelocity = this.velocity = '0 0 0';
625         this.avelocity = '0 0 0';
626         this.punchangle = '0 0 0';
627         this.punchvector = '0 0 0';
628
629         this.strength_finished = 0;
630         this.invincible_finished = 0;
631         this.fire_endtime = -1;
632         STAT(REVIVE_PROGRESS, this) = 0;
633         this.revival_time = 0;
634
635         this.air_finished = time + 12;
636         this.waterlevel = WATERLEVEL_NONE;
637         this.watertype = CONTENT_EMPTY;
638
639         entity spawnevent = new_pure(spawnevent);
640         spawnevent.owner = this;
641         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
642
643         // Cut off any still running player sounds.
644         stopsound(this, CH_PLAYER_SINGLE);
645
646         this.model = "";
647         FixPlayermodel(this);
648         this.drawonlytoclient = NULL;
649
650         this.viewloc = NULL;
651
652         for(int slot = 0; slot < MAX_AXH; ++slot)
653         {
654                 entity axh = this.(AuxiliaryXhair[slot]);
655                 this.(AuxiliaryXhair[slot]) = NULL;
656
657                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
658                         delete(axh);
659         }
660
661         this.spawnpoint_targ = NULL;
662
663         this.crouch = false;
664         this.view_ofs = STAT(PL_VIEW_OFS, this);
665         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
666         this.spawnorigin = spot.origin;
667         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
668         // don't reset back to last position, even if new position is stuck in solid
669         this.oldorigin = this.origin;
670         if(this.conveyor)
671                 IL_REMOVE(g_conveyed, this);
672         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
673         STAT(HUD, this) = HUD_NORMAL;
674
675         this.event_damage = PlayerDamage;
676         this.event_heal = PlayerHeal;
677
678         if(!this.bot_attack)
679                 IL_PUSH(g_bot_targets, this);
680         this.bot_attack = true;
681         if(!this.monster_attack)
682                 IL_PUSH(g_monster_targets, this);
683         this.monster_attack = true;
684         navigation_dynamicgoal_init(this, false);
685
686         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
687
688         // player was spectator
689         if (CS(this).killcount == FRAGS_SPECTATOR) {
690                 PlayerScore_Clear(this);
691                 CS(this).killcount = 0;
692                 CS(this).startplaytime = time;
693         }
694
695         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
696         {
697                 .entity weaponentity = weaponentities[slot];
698                 entity oldwep = this.(weaponentity);
699                 CL_SpawnWeaponentity(this, weaponentity);
700                 if(oldwep && oldwep.owner == this)
701                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
702         }
703         this.alpha = default_player_alpha;
704         this.colormod = '1 1 1' * autocvar_g_player_brightness;
705         this.exteriorweaponentity.alpha = default_weapon_alpha;
706
707         this.speedrunning = false;
708
709         target_voicescript_clear(this);
710
711         // reset fields the weapons may use
712         FOREACH(Weapons, true, {
713                 it.wr_resetplayer(it, this);
714                         // reload all reloadable weapons
715                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
716                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
717                         {
718                                 .entity weaponentity = weaponentities[slot];
719                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
720                         }
721                 }
722         });
723
724         {
725                 string s = spot.target;
726                 spot.target = string_null;
727                 SUB_UseTargets(spot, this, NULL);
728                 spot.target = s;
729         }
730
731         Unfreeze(this);
732
733         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
734
735         if (autocvar_spawn_debug)
736         {
737                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
738                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
739         }
740
741         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
742         {
743                 .entity weaponentity = weaponentities[slot];
744                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
745                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
746                 else
747                         this.(weaponentity).m_switchweapon = WEP_Null;
748                 this.(weaponentity).m_weapon = WEP_Null;
749                 this.(weaponentity).weaponname = "";
750                 this.(weaponentity).m_switchingweapon = WEP_Null;
751                 this.(weaponentity).cnt = -1;
752         }
753
754         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
755
756         if (CS(this).impulse) ImpulseCommands(this);
757
758         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
759         {
760                 .entity weaponentity = weaponentities[slot];
761                 W_WeaponFrame(this, weaponentity);
762         }
763
764         if (!warmup_stage && !this.alivetime)
765                 this.alivetime = time;
766
767         antilag_clear(this, CS(this));
768 }
769
770 /** Called when a client spawns in the server */
771 void PutClientInServer(entity this)
772 {
773         if (IS_BOT_CLIENT(this)) {
774                 TRANSMUTE(Player, this);
775         } else if (IS_REAL_CLIENT(this)) {
776                 msg_entity = this;
777                 WriteByte(MSG_ONE, SVC_SETVIEW);
778                 WriteEntity(MSG_ONE, this);
779         }
780         if (game_stopped)
781                 TRANSMUTE(Observer, this);
782
783         SetSpectatee(this, NULL);
784
785         // reset player keys
786         if(PS(this))
787                 PS(this).itemkeys = 0;
788
789         MUTATOR_CALLHOOK(PutClientInServer, this);
790
791         if (IS_OBSERVER(this)) {
792                 PutObserverInServer(this);
793         } else if (IS_PLAYER(this)) {
794                 PutPlayerInServer(this);
795         }
796 }
797
798 // TODO do we need all these fields, or should we stop autodetecting runtime
799 // changes and just have a console command to update this?
800 bool ClientInit_SendEntity(entity this, entity to, int sf)
801 {
802         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
803         return = true;
804         msg_entity = to;
805         // MSG_INIT replacement
806         // TODO: make easier to use
807         Registry_send_all();
808         W_PROP_reload(MSG_ONE, to);
809         ClientInit_misc(this);
810         MUTATOR_CALLHOOK(Ent_Init);
811 }
812 void ClientInit_misc(entity this)
813 {
814         int channel = MSG_ONE;
815         WriteHeader(channel, ENT_CLIENT_INIT);
816         WriteByte(channel, g_nexball_meter_period * 32);
817         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
818         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
819         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
820         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
821         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
822         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
823         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
824         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
825
826         if(sv_foginterval && world.fog != "")
827                 WriteString(channel, world.fog);
828         else
829                 WriteString(channel, "");
830         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
831         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
832         WriteByte(channel, serverflags);
833         WriteCoord(channel, autocvar_g_trueaim_minrange);
834 }
835
836 void ClientInit_CheckUpdate(entity this)
837 {
838         this.nextthink = time;
839         if(this.count != autocvar_g_balance_armor_blockpercent)
840         {
841                 this.count = autocvar_g_balance_armor_blockpercent;
842                 this.SendFlags |= 1;
843         }
844         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
845         {
846                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
847                 this.SendFlags |= 1;
848         }
849 }
850
851 void ClientInit_Spawn()
852 {
853         entity e = new_pure(clientinit);
854         setthink(e, ClientInit_CheckUpdate);
855         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
856
857         ClientInit_CheckUpdate(e);
858 }
859
860 /*
861 =============
862 SetNewParms
863 =============
864 */
865 void SetNewParms ()
866 {
867         // initialize parms for a new player
868         parm1 = -(86400 * 366);
869
870         MUTATOR_CALLHOOK(SetNewParms);
871 }
872
873 /*
874 =============
875 SetChangeParms
876 =============
877 */
878 void SetChangeParms (entity this)
879 {
880         // save parms for level change
881         parm1 = CS(this).parm_idlesince - time;
882
883         MUTATOR_CALLHOOK(SetChangeParms);
884 }
885
886 /*
887 =============
888 DecodeLevelParms
889 =============
890 */
891 void DecodeLevelParms(entity this)
892 {
893         // load parms
894         CS(this).parm_idlesince = parm1;
895         if (CS(this).parm_idlesince == -(86400 * 366))
896                 CS(this).parm_idlesince = time;
897
898         // whatever happens, allow 60 seconds of idling directly after connect for map loading
899         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
900
901         MUTATOR_CALLHOOK(DecodeLevelParms);
902 }
903
904 void FixClientCvars(entity e)
905 {
906         // send prediction settings to the client
907         stuffcmd(e, "\nin_bindmap 0 0\n");
908         if(autocvar_g_antilag == 3) // client side hitscan
909                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
910         if(autocvar_sv_gentle)
911                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
912
913         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
914         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
915
916         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
917
918         MUTATOR_CALLHOOK(FixClientCvars, e);
919 }
920
921 bool findinlist_abbrev(string tofind, string list)
922 {
923         if(list == "" || tofind == "")
924                 return false; // empty list or search, just return
925
926         // this function allows abbreviated strings!
927         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
928         {
929                 return true;
930         });
931
932         return false;
933 }
934
935 bool PlayerInIPList(entity p, string iplist)
936 {
937         // some safety checks (never allow local?)
938         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
939                 return false;
940
941         return findinlist_abbrev(p.netaddress, iplist);
942 }
943
944 bool PlayerInIDList(entity p, string idlist)
945 {
946         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
947         if(!p.crypto_idfp)
948                 return false;
949
950         return findinlist_abbrev(p.crypto_idfp, idlist);
951 }
952
953 bool PlayerInList(entity player, string list)
954 {
955         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
956 }
957
958 #ifdef DP_EXT_PRECONNECT
959 /*
960 =============
961 ClientPreConnect
962
963 Called once (not at each match start) when a client begins a connection to the server
964 =============
965 */
966 void ClientPreConnect(entity this)
967 {
968         if(autocvar_sv_eventlog)
969         {
970                 GameLogEcho(sprintf(":connect:%d:%d:%s",
971                         this.playerid,
972                         etof(this),
973                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
974                 ));
975         }
976 }
977 #endif
978
979 string GetClientVersionMessage(entity this)
980 {
981         if (CS(this).version_mismatch) {
982                 if(CS(this).version < autocvar_gameversion) {
983                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
984                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
985                 } else {
986                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
987                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
988                 }
989         } else {
990                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
991         }
992 }
993
994 string getwelcomemessage(entity this)
995 {
996         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
997         string modifications = M_ARGV(0, string);
998
999         if(g_weaponarena)
1000         {
1001                 if(g_weaponarena_random)
1002                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1003                 else
1004                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1005         }
1006         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1007                 modifications = strcat(modifications, ", No start weapons");
1008         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1009                 modifications = strcat(modifications, ", Low gravity");
1010         if(g_weapon_stay && !g_cts)
1011                 modifications = strcat(modifications, ", Weapons stay");
1012         if(g_jetpack)
1013                 modifications = strcat(modifications, ", Jet pack");
1014         if(autocvar_g_powerups == 0)
1015                 modifications = strcat(modifications, ", No powerups");
1016         if(autocvar_g_powerups > 0)
1017                 modifications = strcat(modifications, ", Powerups");
1018         modifications = substring(modifications, 2, strlen(modifications) - 2);
1019
1020         string versionmessage = GetClientVersionMessage(this);
1021         string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1022
1023         if(modifications != "")
1024                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1025
1026         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1027         {
1028                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1029                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1030         }
1031
1032         if (cache_mutatormsg != "") {
1033                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1034         }
1035
1036         string mutator_msg = "";
1037         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1038         mutator_msg = M_ARGV(0, string);
1039
1040         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1041
1042         string motd = autocvar_sv_motd;
1043         if (motd != "") {
1044                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1045         }
1046         return s;
1047 }
1048
1049 /**
1050 =============
1051 ClientConnect
1052
1053 Called when a client connects to the server
1054 =============
1055 */
1056 void ClientConnect(entity this)
1057 {
1058         if (Ban_MaybeEnforceBanOnce(this)) return;
1059         assert(!IS_CLIENT(this), return);
1060         this.flags |= FL_CLIENT;
1061         assert(player_count >= 0, player_count = 0);
1062
1063 #ifdef WATERMARK
1064         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1065 #endif
1066         TRANSMUTE(Client, this);
1067         CS(this).version_nagtime = time + 10 + random() * 10;
1068
1069         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1070
1071         bot_clientconnect(this);
1072
1073         // identify the right forced team
1074         if (autocvar_g_campaign)
1075         {
1076                 if (IS_REAL_CLIENT(this)) // only players, not bots
1077                 {
1078                         switch (autocvar_g_campaign_forceteam)
1079                         {
1080                                 case 1: this.team_forced = NUM_TEAM_1; break;
1081                                 case 2: this.team_forced = NUM_TEAM_2; break;
1082                                 case 3: this.team_forced = NUM_TEAM_3; break;
1083                                 case 4: this.team_forced = NUM_TEAM_4; break;
1084                                 default: this.team_forced = 0;
1085                         }
1086                 }
1087         }
1088         else if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1089         else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1090         else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1091         else if (PlayerInList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1092         else switch (autocvar_g_forced_team_otherwise)
1093         {
1094                 default: this.team_forced = 0; break;
1095                 case "red": this.team_forced = NUM_TEAM_1; break;
1096                 case "blue": this.team_forced = NUM_TEAM_2; break;
1097                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1098                 case "pink": this.team_forced = NUM_TEAM_4; break;
1099                 case "spectate":
1100                 case "spectator":
1101                         this.team_forced = -1;
1102                         break;
1103         }
1104         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1105
1106         TRANSMUTE(Observer, this);
1107
1108         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1109
1110         // always track bots, don't ask for cl_allow_uidtracking
1111         if (IS_BOT_CLIENT(this))
1112                 PlayerStats_GameReport_AddPlayer(this);
1113         else
1114                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1115
1116         if (autocvar_sv_eventlog)
1117                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1118
1119         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1120
1121         stuffcmd(this, clientstuff, "\n");
1122         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1123
1124         FixClientCvars(this);
1125
1126         // get version info from player
1127         stuffcmd(this, "cmd clientversion $gameversion\n");
1128
1129         // notify about available teams
1130         if (teamplay)
1131         {
1132                 entity balance = TeamBalance_CheckAllowedTeams(this);
1133                 int t = TeamBalance_GetAllowedTeams(balance);
1134                 TeamBalance_Destroy(balance);
1135                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1136         }
1137         else
1138         {
1139                 stuffcmd(this, "set _teams_available 0\n");
1140         }
1141
1142         bot_relinkplayerlist();
1143
1144         CS(this).spectatortime = time;
1145         if (blockSpectators)
1146         {
1147                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1148         }
1149
1150         CS(this).jointime = time;
1151
1152         if (IS_REAL_CLIENT(this))
1153         {
1154                 if (g_weaponarena_weapons == WEPSET(TUBA))
1155                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1156         }
1157
1158         if (!sv_foginterval && world.fog != "")
1159                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1160
1161         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1162                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1163                         send_CSQC_teamnagger();
1164
1165         CSQCMODEL_AUTOINIT(this);
1166
1167         CS(this).model_randomizer = random();
1168
1169         if (IS_REAL_CLIENT(this))
1170                 sv_notice_join(this);
1171
1172         // update physics stats (players can spawn before physics runs)
1173         Physics_UpdateStats(this);
1174
1175         IL_EACH(g_initforplayer, it.init_for_player, {
1176                 it.init_for_player(it, this);
1177         });
1178
1179         Handicap_Initialize(this);
1180
1181         MUTATOR_CALLHOOK(ClientConnect, this);
1182
1183         if (IS_REAL_CLIENT(this))
1184         {
1185                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1186                 {
1187                         CS(this).motd_actived_time = -1;
1188                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1189                 }
1190         }
1191 }
1192 /*
1193 =============
1194 ClientDisconnect
1195
1196 Called when a client disconnects from the server
1197 =============
1198 */
1199 .entity chatbubbleentity;
1200 void ClientDisconnect(entity this)
1201 {
1202         assert(IS_CLIENT(this), return);
1203
1204         PlayerStats_GameReport_FinalizePlayer(this);
1205         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1206         if (CS(this).active_minigame) part_minigame(this);
1207         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1208
1209         if (autocvar_sv_eventlog)
1210                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1211
1212         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1213
1214         if(IS_SPEC(this))
1215                 SetSpectatee(this, NULL);
1216
1217     MUTATOR_CALLHOOK(ClientDisconnect, this);
1218
1219         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1220         strfree(CS(this).weaponorder_byimpulse);
1221         ClientState_detach(this);
1222
1223         Portal_ClearAll(this);
1224
1225         Unfreeze(this);
1226
1227         RemoveGrapplingHooks(this);
1228
1229         // Here, everything has been done that requires this player to be a client.
1230
1231         this.flags &= ~FL_CLIENT;
1232
1233         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1234         if (this.killindicator) delete(this.killindicator);
1235
1236         WaypointSprite_PlayerGone(this);
1237
1238         bot_relinkplayerlist();
1239
1240         strfree(this.clientstatus);
1241         if (this.personal) delete(this.personal);
1242
1243         this.playerid = 0;
1244         ReadyCount();
1245         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1246
1247         ONREMOVE(this);
1248 }
1249
1250 void ChatBubbleThink(entity this)
1251 {
1252         this.nextthink = time;
1253         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1254         {
1255                 if(this.owner) // but why can that ever be NULL?
1256                         this.owner.chatbubbleentity = NULL;
1257                 delete(this);
1258                 return;
1259         }
1260
1261         this.mdl = "";
1262
1263         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1264         {
1265                 if ( CS(this.owner).active_minigame )
1266                         this.mdl = "models/sprites/minigame_busy.iqm";
1267                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1268                         this.mdl = "models/misc/chatbubble.spr";
1269         }
1270
1271         if ( this.model != this.mdl )
1272                 _setmodel(this, this.mdl);
1273
1274 }
1275
1276 void UpdateChatBubble(entity this)
1277 {
1278         if (this.alpha < 0)
1279                 return;
1280         // spawn a chatbubble entity if needed
1281         if (!this.chatbubbleentity)
1282         {
1283                 this.chatbubbleentity = new(chatbubbleentity);
1284                 this.chatbubbleentity.owner = this;
1285                 this.chatbubbleentity.exteriormodeltoclient = this;
1286                 setthink(this.chatbubbleentity, ChatBubbleThink);
1287                 this.chatbubbleentity.nextthink = time;
1288                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1289                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1290                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1291                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1292                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1293                 //this.chatbubbleentity.model = "";
1294                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1295         }
1296 }
1297
1298
1299 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1300 // added to the model skins
1301 /*void UpdateColorModHack()
1302 {
1303         float c;
1304         c = this.clientcolors & 15;
1305         // LordHavoc: only bothering to support white, green, red, yellow, blue
1306              if (!teamplay) this.colormod = '0 0 0';
1307         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1308         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1309         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1310         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1311         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1312         else this.colormod = '1 1 1';
1313 }*/
1314
1315 void respawn(entity this)
1316 {
1317         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1318         {
1319                 this.solid = SOLID_NOT;
1320                 this.takedamage = DAMAGE_NO;
1321                 set_movetype(this, MOVETYPE_FLY);
1322                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1323                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1324                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1325                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1326                 if(autocvar_g_respawn_ghosts_maxtime)
1327                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1328         }
1329
1330         CopyBody(this, 1);
1331
1332         this.effects |= EF_NODRAW; // prevent another CopyBody
1333         PutClientInServer(this);
1334 }
1335
1336 void PrintToChat(entity client, string text)
1337 {
1338         text = strcat("\{1}^7", text, "\n");
1339         sprint(client, text);
1340 }
1341
1342 void DebugPrintToChat(entity client, string text)
1343 {
1344         if (autocvar_developer)
1345         {
1346                 PrintToChat(client, text);
1347         }
1348 }
1349
1350 void PrintToChatAll(string text)
1351 {
1352         text = strcat("\{1}^7", text, "\n");
1353         bprint(text);
1354 }
1355
1356 void DebugPrintToChatAll(string text)
1357 {
1358         if (autocvar_developer)
1359         {
1360                 PrintToChatAll(text);
1361         }
1362 }
1363
1364 void PrintToChatTeam(int team_num, string text)
1365 {
1366         text = strcat("\{1}^7", text, "\n");
1367         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1368         {
1369                 if (it.team == team_num)
1370                 {
1371                         sprint(it, text);
1372                 }
1373         });
1374 }
1375
1376 void DebugPrintToChatTeam(int team_num, string text)
1377 {
1378         if (autocvar_developer)
1379         {
1380                 PrintToChatTeam(team_num, text);
1381         }
1382 }
1383
1384 void play_countdown(entity this, float finished, Sound samp)
1385 {
1386         TC(Sound, samp);
1387         if(IS_REAL_CLIENT(this))
1388                 if(floor(finished - time - frametime) != floor(finished - time))
1389                         if(finished - time < 6)
1390                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1391 }
1392
1393 void player_powerups(entity this)
1394 {
1395         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1396         int items_prev = this.items;
1397
1398         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1399                 this.modelflags |= MF_ROCKET;
1400         else
1401                 this.modelflags &= ~MF_ROCKET;
1402
1403         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1404
1405         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1406                 return;
1407
1408         Fire_ApplyDamage(this);
1409         Fire_ApplyEffect(this);
1410
1411         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1412         {
1413                 if (this.items & ITEM_Strength.m_itemid)
1414                 {
1415                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1416                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1417                         if (time > this.strength_finished)
1418                         {
1419                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1420                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1421                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1422                         }
1423                 }
1424                 else
1425                 {
1426                         if (time < this.strength_finished)
1427                         {
1428                                 this.items = this.items | ITEM_Strength.m_itemid;
1429                                 if(!g_cts)
1430                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1431                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1432                         }
1433                 }
1434                 if (this.items & ITEM_Shield.m_itemid)
1435                 {
1436                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1437                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1438                         if (time > this.invincible_finished)
1439                         {
1440                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1441                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1442                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1443                         }
1444                 }
1445                 else
1446                 {
1447                         if (time < this.invincible_finished)
1448                         {
1449                                 this.items = this.items | ITEM_Shield.m_itemid;
1450                                 if(!g_cts)
1451                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1452                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1453                         }
1454                 }
1455                 if (this.items & IT_SUPERWEAPON)
1456                 {
1457                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1458                         {
1459                                 this.superweapons_finished = 0;
1460                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1461                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1462                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1463                         }
1464                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1465                         {
1466                                 // don't let them run out
1467                         }
1468                         else
1469                         {
1470                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1471                                 if (time > this.superweapons_finished)
1472                                 {
1473                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1474                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1475                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1476                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1477                                 }
1478                         }
1479                 }
1480                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1481                 {
1482                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1483                         {
1484                                 this.items = this.items | IT_SUPERWEAPON;
1485                                 if(!g_cts)
1486                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1487                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1488                         }
1489                         else
1490                         {
1491                                 this.superweapons_finished = 0;
1492                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1493                         }
1494                 }
1495                 else
1496                 {
1497                         this.superweapons_finished = 0;
1498                 }
1499         }
1500
1501         if(autocvar_g_nodepthtestplayers)
1502                 this.effects = this.effects | EF_NODEPTHTEST;
1503
1504         if(autocvar_g_fullbrightplayers)
1505                 this.effects = this.effects | EF_FULLBRIGHT;
1506
1507         if (time >= game_starttime)
1508         if (time < this.spawnshieldtime)
1509                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1510
1511         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1512 }
1513
1514 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1515 {
1516         if(current > stable)
1517                 return current;
1518         else if(current > stable - 0.25) // when close enough, "snap"
1519                 return stable;
1520         else
1521                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1522 }
1523
1524 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1525 {
1526         if(current < stable)
1527                 return current;
1528         else if(current < stable + 0.25) // when close enough, "snap"
1529                 return stable;
1530         else
1531                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1532 }
1533
1534 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1535 {
1536         if(current > rotstable)
1537         {
1538                 if(rotframetime > 0)
1539                 {
1540                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1541                         current = max(rotstable, current - rotlinear * rotframetime);
1542                 }
1543         }
1544         else if(current < regenstable)
1545         {
1546                 if(regenframetime > 0)
1547                 {
1548                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1549                         current = min(regenstable, current + regenlinear * regenframetime);
1550                 }
1551         }
1552
1553         if(current > limit)
1554                 current = limit;
1555
1556         return current;
1557 }
1558
1559 void player_regen(entity this)
1560 {
1561         float max_mod, regen_mod, rot_mod, limit_mod;
1562         max_mod = regen_mod = rot_mod = limit_mod = 1;
1563
1564         float regen_health = autocvar_g_balance_health_regen;
1565         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1566         float regen_health_rot = autocvar_g_balance_health_rot;
1567         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1568         float regen_health_stable = autocvar_g_balance_health_regenstable;
1569         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1570         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1571                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1572         max_mod = M_ARGV(1, float);
1573         regen_mod = M_ARGV(2, float);
1574         rot_mod = M_ARGV(3, float);
1575         limit_mod = M_ARGV(4, float);
1576         regen_health = M_ARGV(5, float);
1577         regen_health_linear = M_ARGV(6, float);
1578         regen_health_rot = M_ARGV(7, float);
1579         regen_health_rotlinear = M_ARGV(8, float);
1580         regen_health_stable = M_ARGV(9, float);
1581         regen_health_rotstable = M_ARGV(10, float);
1582
1583         if(!mutator_returnvalue)
1584         if(!STAT(FROZEN, this))
1585         {
1586                 float mina, maxa, limith, limita;
1587                 maxa = autocvar_g_balance_armor_rotstable;
1588                 mina = autocvar_g_balance_armor_regenstable;
1589                 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1590                 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1591
1592                 regen_health_rotstable = regen_health_rotstable * max_mod;
1593                 regen_health_stable = regen_health_stable * max_mod;
1594                 limith = limith * limit_mod;
1595                 limita = limita * limit_mod;
1596
1597                 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
1598                                                                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1599                                                                         rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1600                 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1601                                                                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1602                                                                         rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1603         }
1604
1605         // if player rotted to death...  die!
1606         // check this outside above checks, as player may still be able to rot to death
1607         if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1608         {
1609                 if(this.vehicle)
1610                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1611                 if(this.event_damage)
1612                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1613         }
1614
1615         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1616         {
1617                 float minf, maxf, limitf;
1618
1619                 maxf = autocvar_g_balance_fuel_rotstable;
1620                 minf = autocvar_g_balance_fuel_regenstable;
1621                 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1622
1623                 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
1624                                                                                 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1625                                                                                 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1626         }
1627 }
1628
1629 bool zoomstate_set;
1630 void SetZoomState(entity this, float newzoom)
1631 {
1632         if(newzoom != CS(this).zoomstate)
1633         {
1634                 CS(this).zoomstate = newzoom;
1635                 ClientData_Touch(this);
1636         }
1637         zoomstate_set = true;
1638 }
1639
1640 void GetPressedKeys(entity this)
1641 {
1642         MUTATOR_CALLHOOK(GetPressedKeys, this);
1643         int keys = STAT(PRESSED_KEYS, this);
1644         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1645         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1646         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1647         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1648
1649         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1650         keys = BITSET(keys, KEY_CROUCH,         IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1651         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1652         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1653         CS(this).pressedkeys = keys; // store for other users
1654
1655         STAT(PRESSED_KEYS, this) = keys;
1656 }
1657
1658 /*
1659 ======================
1660 spectate mode routines
1661 ======================
1662 */
1663
1664 void SpectateCopy(entity this, entity spectatee)
1665 {
1666         TC(Client, this); TC(Client, spectatee);
1667
1668         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1669         PS(this) = PS(spectatee);
1670         this.armortype = spectatee.armortype;
1671         SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1672         SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1673         SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1674         SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1675         SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1676         SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1677         SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1678         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1679         SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1680         CS(this).impulse = 0;
1681         this.items = spectatee.items;
1682         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1683         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1684         this.strength_finished = spectatee.strength_finished;
1685         this.invincible_finished = spectatee.invincible_finished;
1686         this.superweapons_finished = spectatee.superweapons_finished;
1687         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1688         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1689         this.punchangle = spectatee.punchangle;
1690         this.view_ofs = spectatee.view_ofs;
1691         this.velocity = spectatee.velocity;
1692         this.dmg_take = spectatee.dmg_take;
1693         this.dmg_save = spectatee.dmg_save;
1694         this.dmg_inflictor = spectatee.dmg_inflictor;
1695         this.v_angle = spectatee.v_angle;
1696         this.angles = spectatee.v_angle;
1697         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1698         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1699         this.viewloc = spectatee.viewloc;
1700         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1701                 this.fixangle = true;
1702         setorigin(this, spectatee.origin);
1703         setsize(this, spectatee.mins, spectatee.maxs);
1704         SetZoomState(this, CS(spectatee).zoomstate);
1705
1706     anticheat_spectatecopy(this, spectatee);
1707         STAT(HUD, this) = STAT(HUD, spectatee);
1708         if(spectatee.vehicle)
1709     {
1710         this.angles = spectatee.v_angle;
1711
1712         //this.fixangle = false;
1713         //this.velocity = spectatee.vehicle.velocity;
1714         this.vehicle_health = spectatee.vehicle_health;
1715         this.vehicle_shield = spectatee.vehicle_shield;
1716         this.vehicle_energy = spectatee.vehicle_energy;
1717         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1718         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1719         this.vehicle_reload1 = spectatee.vehicle_reload1;
1720         this.vehicle_reload2 = spectatee.vehicle_reload2;
1721
1722         //msg_entity = this;
1723
1724        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1725             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1726            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1727            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1728
1729         //WriteByte (MSG_ONE, SVC_SETVIEW);
1730         //    WriteEntity(MSG_ONE, this);
1731         //makevectors(spectatee.v_angle);
1732         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1733     }
1734 }
1735
1736 bool SpectateUpdate(entity this)
1737 {
1738         if(!this.enemy)
1739                 return false;
1740
1741         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1742         {
1743                 SetSpectatee(this, NULL);
1744                 return false;
1745         }
1746
1747         SpectateCopy(this, this.enemy);
1748
1749         return true;
1750 }
1751
1752 bool SpectateSet(entity this)
1753 {
1754         if(!IS_PLAYER(this.enemy))
1755                 return false;
1756
1757         ClientData_Touch(this.enemy);
1758
1759         msg_entity = this;
1760         WriteByte(MSG_ONE, SVC_SETVIEW);
1761         WriteEntity(MSG_ONE, this.enemy);
1762         set_movetype(this, MOVETYPE_NONE);
1763         accuracy_resend(this);
1764
1765         if(!SpectateUpdate(this))
1766                 PutObserverInServer(this);
1767
1768         return true;
1769 }
1770
1771 void SetSpectatee_status(entity this, int spectatee_num)
1772 {
1773         int oldspectatee_status = CS(this).spectatee_status;
1774         CS(this).spectatee_status = spectatee_num;
1775
1776         if (CS(this).spectatee_status != oldspectatee_status)
1777         {
1778                 ClientData_Touch(this);
1779                 if (g_race || g_cts) race_InitSpectator();
1780         }
1781 }
1782
1783 void SetSpectatee(entity this, entity spectatee)
1784 {
1785         if(IS_BOT_CLIENT(this))
1786                 return; // bots abuse .enemy, this code is useless to them
1787
1788         entity old_spectatee = this.enemy;
1789
1790         this.enemy = spectatee;
1791
1792         // WEAPONTODO
1793         // these are required to fix the spectator bug with arc
1794         if(old_spectatee)
1795         {
1796                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1797                 {
1798                         .entity weaponentity = weaponentities[slot];
1799                         if(old_spectatee.(weaponentity).arc_beam)
1800                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1801                 }
1802         }
1803         if(this.enemy)
1804         {
1805                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1806                 {
1807                         .entity weaponentity = weaponentities[slot];
1808                         if(this.enemy.(weaponentity).arc_beam)
1809                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1810                 }
1811         }
1812
1813         if (this.enemy)
1814                 SetSpectatee_status(this, etof(this.enemy));
1815
1816         // needed to update spectator list
1817         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1818 }
1819
1820 bool Spectate(entity this, entity pl)
1821 {
1822         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1823                 return false;
1824         pl = M_ARGV(1, entity);
1825
1826         SetSpectatee(this, pl);
1827         return SpectateSet(this);
1828 }
1829
1830 bool SpectateNext(entity this)
1831 {
1832         entity ent = find(this.enemy, classname, STR_PLAYER);
1833
1834         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1835                 ent = M_ARGV(1, entity);
1836         else if (!ent)
1837                 ent = find(ent, classname, STR_PLAYER);
1838
1839         if(ent) { SetSpectatee(this, ent); }
1840
1841         return SpectateSet(this);
1842 }
1843
1844 bool SpectatePrev(entity this)
1845 {
1846         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1847         entity ent = findchain(classname, STR_PLAYER);
1848         if (!ent) // no player
1849                 return false;
1850
1851         entity first = ent;
1852         // skip players until current spectated player
1853         if(this.enemy)
1854         while(ent && ent != this.enemy)
1855                 ent = ent.chain;
1856
1857         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1858         {
1859                 case MUT_SPECPREV_FOUND:
1860                     ent = M_ARGV(1, entity);
1861                     break;
1862                 case MUT_SPECPREV_RETURN:
1863                     return true;
1864                 case MUT_SPECPREV_CONTINUE:
1865                 default:
1866                 {
1867                         if(ent.chain)
1868                                 ent = ent.chain;
1869                         else
1870                                 ent = first;
1871                         break;
1872                 }
1873         }
1874
1875         SetSpectatee(this, ent);
1876         return SpectateSet(this);
1877 }
1878
1879 /*
1880 =============
1881 ShowRespawnCountdown()
1882
1883 Update a respawn countdown display.
1884 =============
1885 */
1886 void ShowRespawnCountdown(entity this)
1887 {
1888         float number;
1889         if(!IS_DEAD(this)) // just respawned?
1890                 return;
1891         else
1892         {
1893                 number = ceil(this.respawn_time - time);
1894                 if(number <= 0)
1895                         return;
1896                 if(number <= this.respawn_countdown)
1897                 {
1898                         this.respawn_countdown = number - 1;
1899                         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
1900                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1901                 }
1902         }
1903 }
1904
1905 .bool team_selected;
1906 bool ShowTeamSelection(entity this)
1907 {
1908         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1909                 return false;
1910         stuffcmd(this, "menu_showteamselect\n");
1911         return true;
1912 }
1913 void Join(entity this)
1914 {
1915         TRANSMUTE(Player, this);
1916
1917         if(!this.team_selected)
1918         if(autocvar_g_campaign || autocvar_g_balance_teams)
1919                 TeamBalance_JoinBestTeam(this);
1920
1921         if(autocvar_g_campaign)
1922                 campaign_bots_may_start = true;
1923
1924         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1925
1926         PutClientInServer(this);
1927
1928         if(IS_PLAYER(this))
1929         if(teamplay && this.team != -1)
1930         {
1931                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1932         }
1933         else
1934                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1935         this.team_selected = false;
1936 }
1937
1938 /**
1939  * Determines whether the player is allowed to join. This depends on cvar
1940  * g_maxplayers, if it isn't used this function always return true, otherwise
1941  * it checks whether the number of currently playing players exceeds g_maxplayers.
1942  * @return int number of free slots for players, 0 if none
1943  */
1944 int nJoinAllowed(entity this, entity ignore)
1945 {
1946         if(!ignore)
1947         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1948         // so report 0 free slots if restricted
1949         {
1950                 if(autocvar_g_forced_team_otherwise == "spectate")
1951                         return 0;
1952                 if(autocvar_g_forced_team_otherwise == "spectator")
1953                         return 0;
1954         }
1955
1956         if(this && this.team_forced < 0)
1957                 return 0; // forced spectators can never join
1958
1959         // TODO simplify this
1960         int totalClients = 0;
1961         int currentlyPlaying = 0;
1962         FOREACH_CLIENT(true, {
1963                 if(it != ignore)
1964                         ++totalClients;
1965                 if(IS_REAL_CLIENT(it))
1966                 if(IS_PLAYER(it) || it.caplayer)
1967                         ++currentlyPlaying;
1968         });
1969
1970         float free_slots = 0;
1971         if (!autocvar_g_maxplayers)
1972                 free_slots = maxclients - totalClients;
1973         else if(currentlyPlaying < autocvar_g_maxplayers)
1974                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1975
1976         static float join_prevent_msg_time = 0;
1977         if(this && ignore && !free_slots && time > join_prevent_msg_time)
1978         {
1979                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1980                 join_prevent_msg_time = time + 3;
1981         }
1982
1983         return free_slots;
1984 }
1985
1986 /**
1987  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1988  * g_maxplayers_spectator_blocktime seconds
1989  */
1990 void checkSpectatorBlock(entity this)
1991 {
1992         if(IS_SPEC(this) || IS_OBSERVER(this))
1993         if(!this.caplayer)
1994         if(IS_REAL_CLIENT(this))
1995         {
1996                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1997                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1998                         dropclient(this);
1999                 }
2000         }
2001 }
2002
2003 void PrintWelcomeMessage(entity this)
2004 {
2005         if(CS(this).motd_actived_time == 0)
2006         {
2007                 if (autocvar_g_campaign) {
2008                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2009                                 CS(this).motd_actived_time = time;
2010                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2011                         }
2012                 } else {
2013                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2014                                 CS(this).motd_actived_time = time;
2015                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2016                         }
2017                 }
2018         }
2019         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2020         {
2021                 if (autocvar_g_campaign) {
2022                         if (PHYS_INPUT_BUTTON_INFO(this))
2023                                 CS(this).motd_actived_time = time;
2024                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2025                                 CS(this).motd_actived_time = 0;
2026                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2027                         }
2028                 } else {
2029                         if (PHYS_INPUT_BUTTON_INFO(this))
2030                                 CS(this).motd_actived_time = time;
2031                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2032                                 CS(this).motd_actived_time = 0;
2033                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2034                         }
2035                 }
2036         }
2037         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2038         {
2039                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2040                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2041                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2042                 {
2043                         // instanctly hide MOTD
2044                         CS(this).motd_actived_time = 0;
2045                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2046                 }
2047         }
2048 }
2049
2050 const int MIN_SPEC_TIME = 1;
2051 bool joinAllowed(entity this)
2052 {
2053         if (CS(this).version_mismatch) return false;
2054         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2055         if (!nJoinAllowed(this, this)) return false;
2056         if (teamplay && lockteams) return false;
2057         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2058         if (ShowTeamSelection(this)) return false;
2059         return true;
2060 }
2061
2062 .int items_added;
2063 .string shootfromfixedorigin;
2064 bool PlayerThink(entity this)
2065 {
2066         if (game_stopped || intermission_running) {
2067                 this.modelflags &= ~MF_ROCKET;
2068                 if(intermission_running)
2069                         IntermissionThink(this);
2070                 return false;
2071         }
2072
2073         if (timeout_status == TIMEOUT_ACTIVE) {
2074         // don't allow the player to turn around while game is paused
2075                 // FIXME turn this into CSQC stuff
2076                 this.v_angle = this.lastV_angle;
2077                 this.angles = this.lastV_angle;
2078                 this.fixangle = true;
2079         }
2080
2081         if (frametime) player_powerups(this);
2082
2083         if (IS_DEAD(this)) {
2084                 if (this.personal && g_race_qualifying) {
2085                         if (time > this.respawn_time) {
2086                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2087                                 respawn(this);
2088                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2089                         }
2090                 } else {
2091                         if (frametime) player_anim(this);
2092
2093                         if (this.respawn_flags & RESPAWN_DENY)
2094                         {
2095                                 STAT(RESPAWN_TIME, this) = 0;
2096                                 return false;
2097                         }
2098
2099                         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));
2100
2101                         switch(this.deadflag)
2102                         {
2103                                 case DEAD_DYING:
2104                                 {
2105                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2106                                                 this.deadflag = DEAD_RESPAWNING;
2107                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2108                                                 this.deadflag = DEAD_DEAD;
2109                                         break;
2110                                 }
2111                                 case DEAD_DEAD:
2112                                 {
2113                                         if (button_pressed)
2114                                                 this.deadflag = DEAD_RESPAWNABLE;
2115                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2116                                                 this.deadflag = DEAD_RESPAWNING;
2117                                         break;
2118                                 }
2119                                 case DEAD_RESPAWNABLE:
2120                                 {
2121                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2122                                                 this.deadflag = DEAD_RESPAWNING;
2123                                         break;
2124                                 }
2125                                 case DEAD_RESPAWNING:
2126                                 {
2127                                         if (time > this.respawn_time)
2128                                         {
2129                                                 this.respawn_time = time + 1; // only retry once a second
2130                                                 this.respawn_time_max = this.respawn_time;
2131                                                 respawn(this);
2132                                         }
2133                                         break;
2134                                 }
2135                         }
2136
2137                         ShowRespawnCountdown(this);
2138
2139                         if (this.respawn_flags & RESPAWN_SILENT)
2140                                 STAT(RESPAWN_TIME, this) = 0;
2141                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2142                         {
2143                                 if (time < this.respawn_time)
2144                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2145                                 else if (this.deadflag != DEAD_RESPAWNING)
2146                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2147                         }
2148                         else
2149                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2150                 }
2151
2152                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2153                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2154                         STAT(RESPAWN_TIME, this) *= -1;
2155
2156                 return false;
2157         }
2158
2159         FixPlayermodel(this);
2160
2161         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2162                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2163                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2164         }
2165
2166         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2167         //if(frametime)
2168         {
2169                 this.items &= ~this.items_added;
2170
2171                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2172                 {
2173                         .entity weaponentity = weaponentities[slot];
2174                         W_WeaponFrame(this, weaponentity);
2175                 }
2176
2177                 this.items_added = 0;
2178                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2179             this.items_added |= IT_FUEL;
2180
2181                 this.items |= this.items_added;
2182         }
2183
2184         player_regen(this);
2185
2186         // WEAPONTODO: Add a weapon request for this
2187         // rot vortex charge to the charge limit
2188         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2189         {
2190                 .entity weaponentity = weaponentities[slot];
2191                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2192                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2193         }
2194
2195         if (frametime) player_anim(this);
2196
2197         // secret status
2198         secrets_setstatus(this);
2199
2200         // monsters status
2201         monsters_setstatus(this);
2202
2203         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2204
2205         return true;
2206 }
2207
2208 .bool would_spectate;
2209 void ObserverThink(entity this)
2210 {
2211         if ( CS(this).impulse )
2212         {
2213                 MinigameImpulse(this, CS(this).impulse);
2214                 CS(this).impulse = 0;
2215         }
2216
2217         if (this.flags & FL_JUMPRELEASED) {
2218                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2219                         this.flags &= ~FL_JUMPRELEASED;
2220                         this.flags |= FL_SPAWNING;
2221                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2222                         this.flags &= ~FL_JUMPRELEASED;
2223                         if(SpectateNext(this)) {
2224                                 TRANSMUTE(Spectator, this);
2225                         }
2226                 } else {
2227                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2228                         set_movetype(this, preferred_movetype);
2229                 }
2230         } else {
2231                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2232                         this.flags |= FL_JUMPRELEASED;
2233                         if(this.flags & FL_SPAWNING)
2234                         {
2235                                 this.flags &= ~FL_SPAWNING;
2236                                 Join(this);
2237                                 return;
2238                         }
2239                 }
2240         }
2241 }
2242
2243 void SpectatorThink(entity this)
2244 {
2245         if ( CS(this).impulse )
2246         {
2247                 if(MinigameImpulse(this, CS(this).impulse))
2248                         CS(this).impulse = 0;
2249
2250                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2251                 {
2252                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2253                         CS(this).impulse = 0;
2254                         return;
2255                 }
2256         }
2257
2258         if (this.flags & FL_JUMPRELEASED) {
2259                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2260                         this.flags &= ~FL_JUMPRELEASED;
2261                         this.flags |= FL_SPAWNING;
2262                 } 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)) {
2263                         this.flags &= ~FL_JUMPRELEASED;
2264                         if(SpectateNext(this)) {
2265                                 TRANSMUTE(Spectator, this);
2266                         } else {
2267                                 TRANSMUTE(Observer, this);
2268                                 PutClientInServer(this);
2269                         }
2270                         CS(this).impulse = 0;
2271                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2272                         this.flags &= ~FL_JUMPRELEASED;
2273                         if(SpectatePrev(this)) {
2274                                 TRANSMUTE(Spectator, this);
2275                         } else {
2276                                 TRANSMUTE(Observer, this);
2277                                 PutClientInServer(this);
2278                         }
2279                         CS(this).impulse = 0;
2280                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2281                         this.would_spectate = false;
2282                         this.flags &= ~FL_JUMPRELEASED;
2283                         TRANSMUTE(Observer, this);
2284                         PutClientInServer(this);
2285                 } else {
2286                         if(!SpectateUpdate(this))
2287                         {
2288                                 if(!SpectateNext(this))
2289                                 {
2290                                         PutObserverInServer(this);
2291                                         this.would_spectate = true;
2292                                 }
2293                         }
2294                 }
2295         } else {
2296                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2297                         this.flags |= FL_JUMPRELEASED;
2298                         if(this.flags & FL_SPAWNING)
2299                         {
2300                                 this.flags &= ~FL_SPAWNING;
2301                                 Join(this);
2302                                 return;
2303                         }
2304                 }
2305                 if(!SpectateUpdate(this))
2306                         PutObserverInServer(this);
2307         }
2308
2309         this.flags |= FL_CLIENT | FL_NOTARGET;
2310 }
2311
2312 void PlayerUseKey(entity this)
2313 {
2314         if (!IS_PLAYER(this))
2315                 return;
2316
2317         if(this.vehicle)
2318         {
2319                 if(!game_stopped)
2320                 {
2321                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2322                         return;
2323                 }
2324         }
2325         else if(autocvar_g_vehicles_enter)
2326         {
2327                 if(!STAT(FROZEN, this))
2328                 if(!IS_DEAD(this))
2329                 if(!game_stopped)
2330                 {
2331                         entity head, closest_target = NULL;
2332                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2333
2334                         while(head) // find the closest acceptable target to enter
2335                         {
2336                                 if(IS_VEHICLE(head))
2337                                 if(!IS_DEAD(head))
2338                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2339                                 if(head.takedamage != DAMAGE_NO)
2340                                 {
2341                                         if(closest_target)
2342                                         {
2343                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2344                                                 { closest_target = head; }
2345                                         }
2346                                         else { closest_target = head; }
2347                                 }
2348
2349                                 head = head.chain;
2350                         }
2351
2352                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2353                 }
2354         }
2355
2356         // a use key was pressed; call handlers
2357         MUTATOR_CALLHOOK(PlayerUseKey, this);
2358 }
2359
2360
2361 /*
2362 =============
2363 PlayerPreThink
2364
2365 Called every frame for each client before the physics are run
2366 =============
2367 */
2368 .float last_vehiclecheck;
2369 void PlayerPreThink (entity this)
2370 {
2371         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2372         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2373
2374         WarpZone_PlayerPhysics_FixVAngle(this);
2375
2376         if (frametime) {
2377                 // physics frames: update anticheat stuff
2378                 anticheat_prethink(this);
2379         }
2380
2381         if (blockSpectators && frametime) {
2382                 // WORKAROUND: only use dropclient in server frames (frametime set).
2383                 // Never use it in cl_movement frames (frametime zero).
2384                 checkSpectatorBlock(this);
2385         }
2386
2387         zoomstate_set = false;
2388
2389         // Check for nameless players
2390         if (this.netname == "" || this.netname != CS(this).netname_previous)
2391         {
2392                 bool assume_unchanged = (CS(this).netname_previous == "");
2393                 if (isInvisibleString(this.netname))
2394                 {
2395                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2396                         assume_unchanged = false;
2397                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2398                 }
2399                 if (!assume_unchanged && autocvar_sv_eventlog)
2400                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2401                 strcpy(CS(this).netname_previous, this.netname);
2402         }
2403
2404         // version nagging
2405         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2406         CS(this).version_nagtime = 0;
2407         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2408             // git client
2409         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2410             // git server
2411             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2412         } else {
2413             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2414             if (r < 0) { // old client
2415                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2416             } else if (r > 0) { // old server
2417                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2418             }
2419         }
2420     }
2421
2422         // GOD MODE info
2423         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2424         {
2425                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2426                 this.max_armorvalue = 0;
2427         }
2428
2429         if(IS_PLAYER(this))
2430         {
2431                 if (STAT(FROZEN, this) == 2)
2432                 {
2433                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2434                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2435                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2436
2437                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2438                                 Unfreeze(this);
2439                 }
2440                 else if (STAT(FROZEN, this) == 3)
2441                 {
2442                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2443                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2444
2445                         if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2446                         {
2447                                 if (this.vehicle)
2448                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2449                                 if(this.event_damage)
2450                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2451                         }
2452                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2453                                 Unfreeze(this);
2454                 }
2455         }
2456
2457         MUTATOR_CALLHOOK(PlayerPreThink, this);
2458
2459         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2460         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2461         {
2462                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2463                 {
2464                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2465                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2466                         {
2467                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2468                         }
2469                         else if(!it.owner)
2470                         {
2471                                 if(!it.team || SAME_TEAM(this, it))
2472                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2473                                 else if(autocvar_g_vehicles_steal)
2474                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2475                         }
2476                 });
2477
2478                 this.last_vehiclecheck = time + 1;
2479         }
2480
2481         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2482         {
2483                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2484                         PlayerUseKey(this);
2485                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2486         }
2487
2488         if (IS_REAL_CLIENT(this))
2489                 PrintWelcomeMessage(this);
2490
2491         if (IS_PLAYER(this)) {
2492                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2493                         error("Client can't be spawned as player on connection!");
2494                 if(!PlayerThink(this))
2495                         return;
2496         }
2497         else if (game_stopped || intermission_running) {
2498                 if(intermission_running)
2499                         IntermissionThink(this);
2500                 return;
2501         }
2502         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2503         {
2504                 CS(this).autojoin_checked = true;
2505                 // don't do this in ClientConnect
2506                 // many things can go wrong if a client is spawned as player on connection
2507                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2508                         || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2509                                 && (!teamplay || autocvar_g_balance_teams)))
2510                 {
2511                         campaign_bots_may_start = true;
2512                         Join(this);
2513                         return;
2514                 }
2515         }
2516         else if (IS_OBSERVER(this)) {
2517                 ObserverThink(this);
2518         }
2519         else if (IS_SPEC(this)) {
2520                 SpectatorThink(this);
2521         }
2522
2523         // WEAPONTODO: Add weapon request for this
2524         if (!zoomstate_set) {
2525                 bool wep_zoomed = false;
2526                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2527                 {
2528                         .entity weaponentity = weaponentities[slot];
2529                         Weapon thiswep = this.(weaponentity).m_weapon;
2530                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2531                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2532                 }
2533                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2534     }
2535
2536         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2537         {
2538                 CS(this).teamkill_soundtime = 0;
2539
2540                 entity e = CS(this).teamkill_soundsource;
2541                 entity oldpusher = e.pusher;
2542                 e.pusher = this;
2543                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2544                 e.pusher = oldpusher;
2545         }
2546
2547         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2548                 CS(this).taunt_soundtime = 0;
2549                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2550         }
2551
2552         target_voicescript_next(this);
2553
2554         // WEAPONTODO: Move into weaponsystem somehow
2555         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2556         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2557         {
2558                 .entity weaponentity = weaponentities[slot];
2559                 if(this.(weaponentity).m_weapon == WEP_Null)
2560                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2561         }
2562 }
2563
2564 void DrownPlayer(entity this)
2565 {
2566         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2567                 return;
2568
2569         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2570         {
2571                 if(this.air_finished < time)
2572                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2573                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2574         }
2575         else if (this.air_finished < time)
2576         {       // drown!
2577                 if (this.pain_finished < time)
2578                 {
2579                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2580                         this.pain_finished = time + 0.5;
2581                 }
2582         }
2583 }
2584
2585 .bool move_qcphysics;
2586
2587 void Player_Physics(entity this)
2588 {
2589         set_movetype(this, this.move_movetype);
2590
2591         if(!this.move_qcphysics)
2592                 return;
2593
2594         if(!frametime && !CS(this).pm_frametime)
2595                 return;
2596
2597         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2598
2599         CS(this).pm_frametime = 0;
2600 }
2601
2602 /*
2603 =============
2604 PlayerPostThink
2605
2606 Called every frame for each client after the physics are run
2607 =============
2608 */
2609 void PlayerPostThink (entity this)
2610 {
2611         Player_Physics(this);
2612
2613         if (sv_maxidle > 0)
2614         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2615         if (IS_REAL_CLIENT(this))
2616         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2617         {
2618                 int totalClients = 0;
2619                 if(sv_maxidle_slots > 0)
2620                 {
2621                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2622                         {
2623                                 ++totalClients;
2624                         });
2625                 }
2626
2627                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2628                 { /* do nothing */ }
2629                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2630                 {
2631                         if (CS(this).idlekick_lasttimeleft)
2632                         {
2633                                 CS(this).idlekick_lasttimeleft = 0;
2634                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2635                         }
2636                 }
2637                 else
2638                 {
2639                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2640                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2641                                 if (!CS(this).idlekick_lasttimeleft)
2642                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2643                         }
2644                         if (timeleft <= 0) {
2645                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2646                                 dropclient(this);
2647                                 return;
2648                         }
2649                         else if (timeleft <= 10) {
2650                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2651                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2652                 }
2653                                 CS(this).idlekick_lasttimeleft = timeleft;
2654                         }
2655                 }
2656         }
2657
2658         CheatFrame(this);
2659
2660         if (game_stopped)
2661         {
2662                 this.solid = SOLID_NOT;
2663                 this.takedamage = DAMAGE_NO;
2664                 set_movetype(this, MOVETYPE_NONE);
2665         }
2666
2667         if (IS_PLAYER(this)) {
2668                 if(this.death_time == time && IS_DEAD(this))
2669                 {
2670                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2671                         // once all the damage events of this frame have been processed with normal size
2672                         this.maxs.z = 5;
2673                         setsize(this, this.mins, this.maxs);
2674                 }
2675                 DrownPlayer(this);
2676                 UpdateChatBubble(this);
2677                 if (CS(this).impulse) ImpulseCommands(this);
2678                 if (game_stopped)
2679                 {
2680                         CSQCMODEL_AUTOUPDATE(this);
2681                         return;
2682                 }
2683                 GetPressedKeys(this);
2684         }
2685
2686         if (this.waypointsprite_attachedforcarrier) {
2687             vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2688                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2689     }
2690
2691         CSQCMODEL_AUTOUPDATE(this);
2692 }
2693
2694 // hack to copy the button fields from the client entity to the Client State
2695 void PM_UpdateButtons(entity this, entity store)
2696 {
2697         if(this.impulse)
2698                 store.impulse = this.impulse;
2699         this.impulse = 0;
2700
2701         bool typing = this.buttonchat;
2702
2703         store.button0 = (typing) ? 0 : this.button0;
2704         //button1?!
2705         store.button2 = (typing) ? 0 : this.button2;
2706         store.button3 = (typing) ? 0 : this.button3;
2707         store.button4 = this.button4;
2708         store.button5 = (typing) ? 0 : this.button5;
2709         store.button6 = this.button6;
2710         store.button7 = this.button7;
2711         store.button8 = this.button8;
2712         store.button9 = this.button9;
2713         store.button10 = this.button10;
2714         store.button11 = this.button11;
2715         store.button12 = this.button12;
2716         store.button13 = this.button13;
2717         store.button14 = this.button14;
2718         store.button15 = this.button15;
2719         store.button16 = this.button16;
2720         store.buttonuse = this.buttonuse;
2721         store.buttonchat = this.buttonchat;
2722
2723         store.cursor_active = this.cursor_active;
2724         store.cursor_screen = this.cursor_screen;
2725         store.cursor_trace_start = this.cursor_trace_start;
2726         store.cursor_trace_endpos = this.cursor_trace_endpos;
2727         store.cursor_trace_ent = this.cursor_trace_ent;
2728
2729         store.ping = this.ping;
2730         store.ping_packetloss = this.ping_packetloss;
2731         store.ping_movementloss = this.ping_movementloss;
2732
2733         store.v_angle = this.v_angle;
2734         store.movement = (typing) ? '0 0 0' : this.movement;
2735 }
2736
2737 NET_HANDLE(fpsreport, bool)
2738 {
2739         int fps = ReadShort();
2740         PlayerScore_Set(sender, SP_FPS, fps);
2741         return true;
2742 }