Merge branch 'terencehill/ft_bugfix' into 'master'
[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 "compat/quake3.qh"
36
37 #include <common/effects/qc/globalsound.qh>
38
39 #include "../common/mapobjects/func/conveyor.qh"
40 #include "../common/mapobjects/teleporters.qh"
41 #include "../common/mapobjects/target/spawnpoint.qh"
42 #include <common/mapobjects/trigger/counter.qh>
43
44 #include "../common/vehicles/all.qh"
45
46 #include "weapons/hitplot.qh"
47 #include "weapons/weaponsystem.qh"
48
49 #include "../common/net_notice.qh"
50 #include "../common/net_linked.qh"
51 #include "../common/physics/player.qh"
52
53 #include <common/vehicles/sv_vehicles.qh>
54
55 #include "../common/items/_mod.qh"
56
57 #include "../common/mutators/mutator/waypoints/all.qh"
58 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
59 #include <common/gamemodes/_mod.qh>
60
61 #include "../common/mapobjects/subs.qh"
62 #include "../common/mapobjects/triggers.qh"
63 #include "../common/mapobjects/trigger/secret.qh"
64
65 #include "../common/minigames/sv_minigames.qh"
66
67 #include "../common/items/inventory.qh"
68
69 #include "../common/monsters/sv_monsters.qh"
70
71 #include "../lib/warpzone/server.qh"
72
73 #include <common/mutators/mutator/overkill/oknex.qh>
74
75 STATIC_METHOD(Client, Add, void(Client this, int _team))
76 {
77     ClientConnect(this);
78     TRANSMUTE(Player, this);
79     this.frame = 12; // 7
80     this.team = _team;
81     PutClientInServer(this);
82 }
83
84 STATIC_METHOD(Client, Remove, void(Client this))
85 {
86     TRANSMUTE(Observer, this);
87     PutClientInServer(this);
88     ClientDisconnect(this);
89 }
90
91 void send_CSQC_teamnagger() {
92         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
93 }
94
95 int CountSpectators(entity player, entity to)
96 {
97         if(!player) { return 0; } // not sure how, but best to be safe
98
99         int spec_count = 0;
100
101         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
102         {
103                 spec_count++;
104         });
105
106         return spec_count;
107 }
108
109 void WriteSpectators(entity player, entity to)
110 {
111         if(!player) { return; } // not sure how, but best to be safe
112
113         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
114         {
115                 WriteByte(MSG_ENTITY, num_for_edict(it));
116         });
117 }
118
119 bool ClientData_Send(entity this, entity to, int sf)
120 {
121         assert(to == this.owner, return false);
122
123         entity e = to;
124         if (IS_SPEC(e)) e = e.enemy;
125
126         sf = 0;
127         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
128         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
129         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
130         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
131
132         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
133         WriteByte(MSG_ENTITY, sf);
134
135         if (sf & BIT(1))
136                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
137
138         if(sf & BIT(4))
139         {
140                 float specs = CountSpectators(e, to);
141                 WriteByte(MSG_ENTITY, specs);
142                 WriteSpectators(e, to);
143         }
144
145         return true;
146 }
147
148 void ClientData_Attach(entity this)
149 {
150         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
151         CS(this).clientdata.drawonlytoclient = this;
152         CS(this).clientdata.owner = this;
153 }
154
155 void ClientData_Detach(entity this)
156 {
157         delete(CS(this).clientdata);
158         CS(this).clientdata = NULL;
159 }
160
161 void ClientData_Touch(entity e)
162 {
163         entity cd = CS(e).clientdata;
164         if (cd) { cd.SendFlags = 1; }
165
166         // make it spectatable
167         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
168         {
169                 entity cd = CS(it).clientdata;
170                 if (cd) { cd.SendFlags = 1; }
171         });
172 }
173
174
175 /*
176 =============
177 CheckPlayerModel
178
179 Checks if the argument string can be a valid playermodel.
180 Returns a valid one in doubt.
181 =============
182 */
183 string FallbackPlayerModel;
184 string CheckPlayerModel(string plyermodel) {
185         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
186         {
187                 // note: we cannot summon Don Strunzone here, some player may
188                 // still have the model string set. In case anyone manages how
189                 // to change a cvar default, we'll have a small leak here.
190                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
191         }
192         // only in right path
193         if( substring(plyermodel,0,14) != "models/player/")
194                 return FallbackPlayerModel;
195         // only good file extensions
196         if(substring(plyermodel,-4,4) != ".zym")
197         if(substring(plyermodel,-4,4) != ".dpm")
198         if(substring(plyermodel,-4,4) != ".iqm")
199         if(substring(plyermodel,-4,4) != ".md3")
200         if(substring(plyermodel,-4,4) != ".psk")
201                 return FallbackPlayerModel;
202         // forbid the LOD models
203         if(substring(plyermodel, -9,5) == "_lod1")
204                 return FallbackPlayerModel;
205         if(substring(plyermodel, -9,5) == "_lod2")
206                 return FallbackPlayerModel;
207         if(plyermodel != strtolower(plyermodel))
208                 return FallbackPlayerModel;
209         // also, restrict to server models
210         if(autocvar_sv_servermodelsonly)
211         {
212                 if(!fexists(plyermodel))
213                         return FallbackPlayerModel;
214         }
215         return plyermodel;
216 }
217
218 void setplayermodel(entity e, string modelname)
219 {
220         precache_model(modelname);
221         _setmodel(e, modelname);
222         player_setupanimsformodel(e);
223         if(!autocvar_g_debug_globalsounds)
224                 UpdatePlayerSounds(e);
225 }
226
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
229 {
230     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231         PlayerState_detach(this);
232
233         if (IS_PLAYER(this))
234         {
235                 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
236                 {
237                         // despawn effect
238                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
239                 }
240
241                 // was a player, recount votes and ready status
242                 if(IS_REAL_CLIENT(this))
243                 {
244                         if (vote_called) { VoteCount(false); }
245                         ReadyCount();
246                 }
247     }
248
249     {
250         entity spot = SelectSpawnPoint(this, true);
251         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252         this.angles = vec2(spot.angles);
253         this.fixangle = true;
254         // offset it so that the spectator spawns higher off the ground, looks better this way
255         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256         if (IS_REAL_CLIENT(this))
257         {
258             msg_entity = this;
259             WriteByte(MSG_ONE, SVC_SETVIEW);
260             WriteEntity(MSG_ONE, this);
261         }
262         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264         if(!autocvar_g_debug_globalsounds)
265         {
266                 // needed for player sounds
267                 this.model = "";
268                 FixPlayermodel(this);
269         }
270         setmodel(this, MDL_Null);
271         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272         this.view_ofs = '0 0 0';
273     }
274
275     RemoveGrapplingHooks(this);
276         Portal_ClearAll(this);
277         Unfreeze(this, false);
278         SetSpectatee(this, NULL);
279
280         if (this.alivetime)
281         {
282                 if (!warmup_stage)
283                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284                 this.alivetime = 0;
285         }
286
287         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
288
289         WaypointSprite_PlayerDead(this);
290
291         if (CS(this).killcount != FRAGS_SPECTATOR)
292         {
293                 if(!game_stopped)
294                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
295                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
296         }
297
298         accuracy_resend(this);
299
300         CS(this).spectatortime = time;
301         if(this.bot_attack)
302                 IL_REMOVE(g_bot_targets, this);
303         this.bot_attack = false;
304         if(this.monster_attack)
305                 IL_REMOVE(g_monster_targets, this);
306         this.monster_attack = false;
307     STAT(HUD, this) = HUD_NORMAL;
308         TRANSMUTE(Observer, this);
309         this.iscreature = false;
310         this.teleportable = TELEPORT_SIMPLE;
311         if(this.damagedbycontents)
312                 IL_REMOVE(g_damagedbycontents, this);
313         this.damagedbycontents = false;
314         SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
315         SetSpectatee_status(this, etof(this));
316         this.takedamage = DAMAGE_NO;
317         this.solid = SOLID_NOT;
318         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
319         this.flags = FL_CLIENT | FL_NOTARGET;
320         this.effects = 0;
321         SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
322         this.pauserotarmor_finished = 0;
323         this.pauserothealth_finished = 0;
324         this.pauseregen_finished = 0;
325         this.damageforcescale = 0;
326         this.death_time = 0;
327         this.respawn_flags = 0;
328         this.respawn_time = 0;
329         STAT(RESPAWN_TIME, this) = 0;
330         this.alpha = 0;
331         this.scale = 0;
332         this.fade_time = 0;
333         this.pain_frame = 0;
334         this.pain_finished = 0;
335         this.strength_finished = 0;
336         this.invincible_finished = 0;
337         this.superweapons_finished = 0;
338         //this.dphitcontentsmask = 0;
339         this.dphitcontentsmask = DPCONTENTS_SOLID;
340         if (autocvar_g_playerclip_collisions)
341                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
342         this.pushltime = 0;
343         this.istypefrag = 0;
344         setthink(this, func_null);
345         this.nextthink = 0;
346         this.deadflag = DEAD_NO;
347         this.crouch = false;
348         STAT(REVIVE_PROGRESS, this) = 0;
349         this.revival_time = 0;
350         this.draggable = drag_undraggable;
351
352         this.items = 0;
353         STAT(WEAPONS, this) = '0 0 0';
354         this.drawonlytoclient = this;
355
356         this.viewloc = NULL;
357
358         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
359
360         this.weaponmodel = "";
361         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
362         {
363                 this.weaponentities[slot] = NULL;
364         }
365         this.exteriorweaponentity = NULL;
366         CS(this).killcount = FRAGS_SPECTATOR;
367         this.velocity = '0 0 0';
368         this.avelocity = '0 0 0';
369         this.punchangle = '0 0 0';
370         this.punchvector = '0 0 0';
371         this.oldvelocity = this.velocity;
372         this.fire_endtime = -1;
373         this.event_damage = func_null;
374         this.event_heal = func_null;
375
376         for(int slot = 0; slot < MAX_AXH; ++slot)
377         {
378                 entity axh = this.(AuxiliaryXhair[slot]);
379                 this.(AuxiliaryXhair[slot]) = NULL;
380
381                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
382                         delete(axh);
383         }
384         
385         if (mutator_returnvalue)
386         {
387                 // mutator prevents resetting teams+score
388         }
389         else
390         {
391                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
392                 this.frags = FRAGS_SPECTATOR;
393     }
394 }
395
396 int player_getspecies(entity this)
397 {
398         get_model_parameters(this.model, this.skin);
399         int s = get_model_parameters_species;
400         get_model_parameters(string_null, 0);
401         if (s < 0) return SPECIES_HUMAN;
402         return s;
403 }
404
405 .float model_randomizer;
406 void FixPlayermodel(entity player)
407 {
408         string defaultmodel = "";
409         int defaultskin = 0;
410         if(autocvar_sv_defaultcharacter)
411         {
412                 if(teamplay)
413                 {
414                         switch(player.team)
415                         {
416                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
417                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
418                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
419                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
420                         }
421                 }
422
423                 if(defaultmodel == "")
424                 {
425                         defaultmodel = autocvar_sv_defaultplayermodel;
426                         defaultskin = autocvar_sv_defaultplayerskin;
427                 }
428
429                 int n = tokenize_console(defaultmodel);
430                 if(n > 0)
431                 {
432                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
433                         // However, do NOT randomize if the player-selected model is in the list.
434                         for (int i = 0; i < n; ++i)
435                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
436                                         defaultmodel = argv(i);
437                 }
438
439                 int i = strstrofs(defaultmodel, ":", 0);
440                 if(i >= 0)
441                 {
442                         defaultskin = stof(substring(defaultmodel, i+1, -1));
443                         defaultmodel = substring(defaultmodel, 0, i);
444                 }
445         }
446         if(autocvar_sv_defaultcharacterskin && !defaultskin)
447         {
448                 if(teamplay)
449                 {
450                         switch(player.team)
451                         {
452                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
453                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
454                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
455                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
456                         }
457                 }
458
459                 if(!defaultskin)
460                         defaultskin = autocvar_sv_defaultplayerskin;
461         }
462
463         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
464         defaultmodel = M_ARGV(0, string);
465         defaultskin = M_ARGV(1, int);
466
467         bool chmdl = false;
468         int oldskin;
469         if(defaultmodel != "")
470         {
471                 if (defaultmodel != player.model)
472                 {
473                         vector m1 = player.mins;
474                         vector m2 = player.maxs;
475                         setplayermodel (player, defaultmodel);
476                         setsize (player, m1, m2);
477                         chmdl = true;
478                 }
479
480                 oldskin = player.skin;
481                 player.skin = defaultskin;
482         } else {
483                 if (player.playermodel != player.model || player.playermodel == "")
484                 {
485                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
486                         vector m1 = player.mins;
487                         vector m2 = player.maxs;
488                         setplayermodel (player, player.playermodel);
489                         setsize (player, m1, m2);
490                         chmdl = true;
491                 }
492
493                 if(!autocvar_sv_defaultcharacterskin)
494                 {
495                         oldskin = player.skin;
496                         player.skin = stof(player.playerskin);
497                 }
498                 else
499                 {
500                         oldskin = player.skin;
501                         player.skin = defaultskin;
502                 }
503         }
504
505         if(chmdl || oldskin != player.skin) // model or skin has changed
506         {
507                 player.species = player_getspecies(player); // update species
508                 if(!autocvar_g_debug_globalsounds)
509                         UpdatePlayerSounds(player); // update skin sounds
510         }
511
512         if(!teamplay)
513                 if(strlen(autocvar_sv_defaultplayercolors))
514                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
515                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
516 }
517
518 void PutPlayerInServer(entity this)
519 {
520         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
521
522         PlayerState_attach(this);
523         accuracy_resend(this);
524
525         if (this.team < 0)
526                 TeamBalance_JoinBestTeam(this);
527
528         entity spot = SelectSpawnPoint(this, false);
529         if (!spot) {
530                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
531                 return; // spawn failed
532         }
533
534         TRANSMUTE(Player, this);
535
536         CS(this).wasplayer = true;
537         this.iscreature = true;
538         this.teleportable = TELEPORT_NORMAL;
539         if(!this.damagedbycontents)
540                 IL_PUSH(g_damagedbycontents, this);
541         this.damagedbycontents = true;
542         set_movetype(this, MOVETYPE_WALK);
543         this.solid = SOLID_SLIDEBOX;
544         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
545         if (autocvar_g_playerclip_collisions)
546                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
547         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
548                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
549         this.frags = FRAGS_PLAYER;
550         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
551         this.flags = FL_CLIENT | FL_PICKUPITEMS;
552         if (autocvar__notarget)
553                 this.flags |= FL_NOTARGET;
554         this.takedamage = DAMAGE_AIM;
555         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
556
557         if (warmup_stage) {
558                 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
559                 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
560                 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
561                 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
562                 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
563                 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
564                 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
565                 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
566                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
567         } else {
568                 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
569                 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
570                 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
571                 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
572                 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
573                 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
574                 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
575                 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
576                 STAT(WEAPONS, this) = start_weapons;
577                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
578                 {
579                         GiveRandomWeapons(this, random_start_weapons_count,
580                                 autocvar_g_random_start_weapons, random_start_ammo);
581                 }
582         }
583         SetSpectatee_status(this, 0);
584
585         PS(this).dual_weapons = '0 0 0';
586
587         this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
588
589         this.items = start_items;
590
591         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
592         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
593         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
594         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
595         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
596         if (!sv_ready_restart_after_countdown && time < game_starttime)
597         {
598                 float f = game_starttime - time;
599                 this.spawnshieldtime += f;
600                 this.pauserotarmor_finished += f;
601                 this.pauserothealth_finished += f;
602                 this.pauseregen_finished += f;
603         }
604
605         this.damageforcescale = 2;
606         this.death_time = 0;
607         this.respawn_flags = 0;
608         this.respawn_time = 0;
609         STAT(RESPAWN_TIME, this) = 0;
610         this.scale = autocvar_sv_player_scale;
611         this.fade_time = 0;
612         this.pain_frame = 0;
613         this.pain_finished = 0;
614         this.pushltime = 0;
615         setthink(this, func_null); // players have no think function
616         this.nextthink = 0;
617         this.dmg_team = 0;
618         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
619
620         this.deadflag = DEAD_NO;
621
622         this.angles = spot.angles;
623         this.angles_z = 0; // never spawn tilted even if the spot says to
624         if (IS_BOT_CLIENT(this))
625                 this.v_angle = this.angles;
626         this.fixangle = true; // turn this way immediately
627         this.oldvelocity = this.velocity = '0 0 0';
628         this.avelocity = '0 0 0';
629         this.punchangle = '0 0 0';
630         this.punchvector = '0 0 0';
631
632         this.strength_finished = 0;
633         this.invincible_finished = 0;
634         this.fire_endtime = -1;
635         STAT(REVIVE_PROGRESS, this) = 0;
636         this.revival_time = 0;
637
638         this.air_finished = time + 12;
639         this.waterlevel = WATERLEVEL_NONE;
640         this.watertype = CONTENT_EMPTY;
641
642         entity spawnevent = new_pure(spawnevent);
643         spawnevent.owner = this;
644         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
645
646         // Cut off any still running player sounds.
647         stopsound(this, CH_PLAYER_SINGLE);
648
649         this.model = "";
650         FixPlayermodel(this);
651         this.drawonlytoclient = NULL;
652
653         this.viewloc = NULL;
654
655         for(int slot = 0; slot < MAX_AXH; ++slot)
656         {
657                 entity axh = this.(AuxiliaryXhair[slot]);
658                 this.(AuxiliaryXhair[slot]) = NULL;
659
660                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
661                         delete(axh);
662         }
663
664         this.spawnpoint_targ = NULL;
665
666         this.crouch = false;
667         this.view_ofs = STAT(PL_VIEW_OFS, this);
668         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
669         this.spawnorigin = spot.origin;
670         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
671         // don't reset back to last position, even if new position is stuck in solid
672         this.oldorigin = this.origin;
673         if(this.conveyor)
674                 IL_REMOVE(g_conveyed, this);
675         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
676         STAT(HUD, this) = HUD_NORMAL;
677
678         this.event_damage = PlayerDamage;
679         this.event_heal = PlayerHeal;
680
681         this.draggable = func_null;
682
683         if(!this.bot_attack)
684                 IL_PUSH(g_bot_targets, this);
685         this.bot_attack = true;
686         if(!this.monster_attack)
687                 IL_PUSH(g_monster_targets, this);
688         this.monster_attack = true;
689         navigation_dynamicgoal_init(this, false);
690
691         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
692
693         // player was spectator
694         if (CS(this).killcount == FRAGS_SPECTATOR) {
695                 PlayerScore_Clear(this);
696                 CS(this).killcount = 0;
697                 CS(this).startplaytime = time;
698         }
699
700         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
701         {
702                 .entity weaponentity = weaponentities[slot];
703                 entity oldwep = this.(weaponentity);
704                 CL_SpawnWeaponentity(this, weaponentity);
705                 if(oldwep && oldwep.owner == this)
706                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
707         }
708         this.alpha = default_player_alpha;
709         this.colormod = '1 1 1' * autocvar_g_player_brightness;
710         this.exteriorweaponentity.alpha = default_weapon_alpha;
711
712         this.speedrunning = false;
713
714         this.counter_cnt = 0;
715         this.fragsfilter_cnt = 0;
716
717         target_voicescript_clear(this);
718
719         // reset fields the weapons may use
720         FOREACH(Weapons, true, {
721                 it.wr_resetplayer(it, this);
722                         // reload all reloadable weapons
723                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
724                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
725                         {
726                                 .entity weaponentity = weaponentities[slot];
727                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
728                         }
729                 }
730         });
731
732         {
733                 //string s = spot.target;
734                 //spot.target = string_null;
735                 SUB_UseTargets(spot, this, NULL);
736                 //spot.target = s;
737         }
738
739         Unfreeze(this, false);
740
741         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
742
743         if (autocvar_spawn_debug)
744         {
745                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
746                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
747         }
748
749         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
750         {
751                 .entity weaponentity = weaponentities[slot];
752                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
753                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
754                 else
755                         this.(weaponentity).m_switchweapon = WEP_Null;
756                 this.(weaponentity).m_weapon = WEP_Null;
757                 this.(weaponentity).weaponname = "";
758                 this.(weaponentity).m_switchingweapon = WEP_Null;
759                 this.(weaponentity).cnt = -1;
760         }
761
762         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
763
764         if (CS(this).impulse) ImpulseCommands(this);
765
766         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
767         {
768                 .entity weaponentity = weaponentities[slot];
769                 W_WeaponFrame(this, weaponentity);
770         }
771
772         if (!warmup_stage && !this.alivetime)
773                 this.alivetime = time;
774
775         antilag_clear(this, CS(this));
776 }
777
778 /** Called when a client spawns in the server */
779 void PutClientInServer(entity this)
780 {
781         if (IS_BOT_CLIENT(this)) {
782                 TRANSMUTE(Player, this);
783         } else if (IS_REAL_CLIENT(this)) {
784                 msg_entity = this;
785                 WriteByte(MSG_ONE, SVC_SETVIEW);
786                 WriteEntity(MSG_ONE, this);
787         }
788         if (game_stopped)
789                 TRANSMUTE(Observer, this);
790
791         SetSpectatee(this, NULL);
792
793         // reset player keys
794         if(PS(this))
795                 PS(this).itemkeys = 0;
796
797         MUTATOR_CALLHOOK(PutClientInServer, this);
798
799         if (IS_OBSERVER(this)) {
800                 PutObserverInServer(this);
801         } else if (IS_PLAYER(this)) {
802                 PutPlayerInServer(this);
803         }
804 }
805
806 // TODO do we need all these fields, or should we stop autodetecting runtime
807 // changes and just have a console command to update this?
808 bool ClientInit_SendEntity(entity this, entity to, int sf)
809 {
810         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
811         return = true;
812         msg_entity = to;
813         // MSG_INIT replacement
814         // TODO: make easier to use
815         Registry_send_all();
816         W_PROP_reload(MSG_ONE, to);
817         ClientInit_misc(this);
818         MUTATOR_CALLHOOK(Ent_Init);
819 }
820 void ClientInit_misc(entity this)
821 {
822         int channel = MSG_ONE;
823         WriteHeader(channel, ENT_CLIENT_INIT);
824         WriteByte(channel, g_nexball_meter_period * 32);
825         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
826         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
827         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
828         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
829         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
830         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
831         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
832         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
833
834         if(sv_foginterval && world.fog != "")
835                 WriteString(channel, world.fog);
836         else
837                 WriteString(channel, "");
838         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
839         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
840         WriteByte(channel, serverflags);
841         WriteCoord(channel, autocvar_g_trueaim_minrange);
842 }
843
844 void ClientInit_CheckUpdate(entity this)
845 {
846         this.nextthink = time;
847         if(this.count != autocvar_g_balance_armor_blockpercent)
848         {
849                 this.count = autocvar_g_balance_armor_blockpercent;
850                 this.SendFlags |= 1;
851         }
852         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
853         {
854                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
855                 this.SendFlags |= 1;
856         }
857 }
858
859 void ClientInit_Spawn()
860 {
861         entity e = new_pure(clientinit);
862         setthink(e, ClientInit_CheckUpdate);
863         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
864
865         ClientInit_CheckUpdate(e);
866 }
867
868 /*
869 =============
870 SetNewParms
871 =============
872 */
873 void SetNewParms ()
874 {
875         // initialize parms for a new player
876         parm1 = -(86400 * 366);
877
878         MUTATOR_CALLHOOK(SetNewParms);
879 }
880
881 /*
882 =============
883 SetChangeParms
884 =============
885 */
886 void SetChangeParms (entity this)
887 {
888         // save parms for level change
889         parm1 = CS(this).parm_idlesince - time;
890
891         MUTATOR_CALLHOOK(SetChangeParms);
892 }
893
894 /*
895 =============
896 DecodeLevelParms
897 =============
898 */
899 void DecodeLevelParms(entity this)
900 {
901         // load parms
902         CS(this).parm_idlesince = parm1;
903         if (CS(this).parm_idlesince == -(86400 * 366))
904                 CS(this).parm_idlesince = time;
905
906         // whatever happens, allow 60 seconds of idling directly after connect for map loading
907         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
908
909         MUTATOR_CALLHOOK(DecodeLevelParms);
910 }
911
912 void FixClientCvars(entity e)
913 {
914         // send prediction settings to the client
915         stuffcmd(e, "\nin_bindmap 0 0\n");
916         if(autocvar_g_antilag == 3) // client side hitscan
917                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
918         if(autocvar_sv_gentle)
919                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
920
921         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
922         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
923
924         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
925
926         MUTATOR_CALLHOOK(FixClientCvars, e);
927 }
928
929 bool findinlist_abbrev(string tofind, string list)
930 {
931         if(list == "" || tofind == "")
932                 return false; // empty list or search, just return
933
934         // this function allows abbreviated strings!
935         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
936         {
937                 return true;
938         });
939
940         return false;
941 }
942
943 bool PlayerInIPList(entity p, string iplist)
944 {
945         // some safety checks (never allow local?)
946         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
947                 return false;
948
949         return findinlist_abbrev(p.netaddress, iplist);
950 }
951
952 bool PlayerInIDList(entity p, string idlist)
953 {
954         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
955         if(!p.crypto_idfp)
956                 return false;
957
958         return findinlist_abbrev(p.crypto_idfp, idlist);
959 }
960
961 bool PlayerInList(entity player, string list)
962 {
963         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
964 }
965
966 #ifdef DP_EXT_PRECONNECT
967 /*
968 =============
969 ClientPreConnect
970
971 Called once (not at each match start) when a client begins a connection to the server
972 =============
973 */
974 void ClientPreConnect(entity this)
975 {
976         if(autocvar_sv_eventlog)
977         {
978                 GameLogEcho(sprintf(":connect:%d:%d:%s",
979                         this.playerid,
980                         etof(this),
981                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
982                 ));
983         }
984 }
985 #endif
986
987 string GetClientVersionMessage(entity this)
988 {
989         if (CS(this).version_mismatch) {
990                 if(CS(this).version < autocvar_gameversion) {
991                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
992                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
993                 } else {
994                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
995                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
996                 }
997         } else {
998                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
999         }
1000 }
1001
1002 string getwelcomemessage(entity this)
1003 {
1004         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1005         string modifications = M_ARGV(0, string);
1006
1007         if(g_weaponarena)
1008         {
1009                 if(g_weaponarena_random)
1010                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1011                 else
1012                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1013         }
1014         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1015                 modifications = strcat(modifications, ", No start weapons");
1016         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1017                 modifications = strcat(modifications, ", Low gravity");
1018         if(g_weapon_stay && !g_cts)
1019                 modifications = strcat(modifications, ", Weapons stay");
1020         if(g_jetpack)
1021                 modifications = strcat(modifications, ", Jet pack");
1022         if(autocvar_g_powerups == 0)
1023                 modifications = strcat(modifications, ", No powerups");
1024         if(autocvar_g_powerups > 0)
1025                 modifications = strcat(modifications, ", Powerups");
1026         modifications = substring(modifications, 2, strlen(modifications) - 2);
1027
1028         string versionmessage = GetClientVersionMessage(this);
1029         string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1030
1031         if(modifications != "")
1032                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1033
1034         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1035         {
1036                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1037                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1038         }
1039
1040         if (cache_mutatormsg != "") {
1041                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1042         }
1043
1044         string mutator_msg = "";
1045         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1046         mutator_msg = M_ARGV(0, string);
1047
1048         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1049
1050         string motd = autocvar_sv_motd;
1051         if (motd != "") {
1052                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1053         }
1054         return s;
1055 }
1056
1057 /**
1058 =============
1059 ClientConnect
1060
1061 Called when a client connects to the server
1062 =============
1063 */
1064 void ClientConnect(entity this)
1065 {
1066         if (Ban_MaybeEnforceBanOnce(this)) return;
1067         assert(!IS_CLIENT(this), return);
1068         this.flags |= FL_CLIENT;
1069         assert(player_count >= 0, player_count = 0);
1070
1071 #ifdef WATERMARK
1072         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1073 #endif
1074         TRANSMUTE(Client, this);
1075         CS(this).version_nagtime = time + 10 + random() * 10;
1076
1077         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1078
1079         bot_clientconnect(this);
1080
1081         Player_DetermineForcedTeam(this);
1082
1083         TRANSMUTE(Observer, this);
1084
1085         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1086
1087         // always track bots, don't ask for cl_allow_uidtracking
1088         if (IS_BOT_CLIENT(this))
1089                 PlayerStats_GameReport_AddPlayer(this);
1090         else
1091                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1092
1093         if (autocvar_sv_eventlog)
1094                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1095
1096         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1097
1098         stuffcmd(this, clientstuff, "\n");
1099         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1100
1101         FixClientCvars(this);
1102
1103         // get version info from player
1104         stuffcmd(this, "cmd clientversion $gameversion\n");
1105
1106         // notify about available teams
1107         if (teamplay)
1108         {
1109                 entity balance = TeamBalance_CheckAllowedTeams(this);
1110                 int t = TeamBalance_GetAllowedTeams(balance);
1111                 TeamBalance_Destroy(balance);
1112                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1113         }
1114         else
1115         {
1116                 stuffcmd(this, "set _teams_available 0\n");
1117         }
1118
1119         bot_relinkplayerlist();
1120
1121         CS(this).spectatortime = time;
1122         if (blockSpectators)
1123         {
1124                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1125         }
1126
1127         CS(this).jointime = time;
1128
1129         if (IS_REAL_CLIENT(this))
1130         {
1131                 if (g_weaponarena_weapons == WEPSET(TUBA))
1132                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1133         }
1134
1135         if (!sv_foginterval && world.fog != "")
1136                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1137
1138         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1139                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1140                         send_CSQC_teamnagger();
1141
1142         CSQCMODEL_AUTOINIT(this);
1143
1144         CS(this).model_randomizer = random();
1145
1146         if (IS_REAL_CLIENT(this))
1147                 sv_notice_join(this);
1148
1149         this.move_qcphysics = true;
1150
1151         // update physics stats (players can spawn before physics runs)
1152         Physics_UpdateStats(this);
1153
1154         IL_EACH(g_initforplayer, it.init_for_player, {
1155                 it.init_for_player(it, this);
1156         });
1157
1158         Handicap_Initialize(this);
1159
1160         MUTATOR_CALLHOOK(ClientConnect, this);
1161
1162         if (IS_REAL_CLIENT(this))
1163         {
1164                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1165                 {
1166                         CS(this).motd_actived_time = -1;
1167                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1168                 }
1169         }
1170 }
1171 /*
1172 =============
1173 ClientDisconnect
1174
1175 Called when a client disconnects from the server
1176 =============
1177 */
1178 .entity chatbubbleentity;
1179 void ClientDisconnect(entity this)
1180 {
1181         assert(IS_CLIENT(this), return);
1182
1183         PlayerStats_GameReport_FinalizePlayer(this);
1184         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1185         if (CS(this).active_minigame) part_minigame(this);
1186         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1187
1188         if (autocvar_sv_eventlog)
1189                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1190
1191         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1192
1193         if(IS_SPEC(this))
1194                 SetSpectatee(this, NULL);
1195
1196     MUTATOR_CALLHOOK(ClientDisconnect, this);
1197
1198         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1199         strfree(CS(this).weaponorder_byimpulse);
1200         ClientState_detach(this);
1201
1202         Portal_ClearAll(this);
1203
1204         Unfreeze(this, false);
1205
1206         RemoveGrapplingHooks(this);
1207
1208         // Here, everything has been done that requires this player to be a client.
1209
1210         this.flags &= ~FL_CLIENT;
1211
1212         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1213         if (this.killindicator) delete(this.killindicator);
1214
1215         WaypointSprite_PlayerGone(this);
1216
1217         bot_relinkplayerlist();
1218
1219         strfree(this.clientstatus);
1220         if (this.personal) delete(this.personal);
1221
1222         this.playerid = 0;
1223         ReadyCount();
1224         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1225
1226         ONREMOVE(this);
1227 }
1228
1229 void ChatBubbleThink(entity this)
1230 {
1231         this.nextthink = time;
1232         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1233         {
1234                 if(this.owner) // but why can that ever be NULL?
1235                         this.owner.chatbubbleentity = NULL;
1236                 delete(this);
1237                 return;
1238         }
1239
1240         this.mdl = "";
1241
1242         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1243         {
1244                 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1245                         this.mdl = "models/sprites/minigame_busy.iqm";
1246                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1247                         this.mdl = "models/misc/chatbubble.spr";
1248         }
1249
1250         if ( this.model != this.mdl )
1251                 _setmodel(this, this.mdl);
1252
1253 }
1254
1255 void UpdateChatBubble(entity this)
1256 {
1257         if (this.alpha < 0)
1258                 return;
1259         // spawn a chatbubble entity if needed
1260         if (!this.chatbubbleentity)
1261         {
1262                 this.chatbubbleentity = new(chatbubbleentity);
1263                 this.chatbubbleentity.owner = this;
1264                 this.chatbubbleentity.exteriormodeltoclient = this;
1265                 setthink(this.chatbubbleentity, ChatBubbleThink);
1266                 this.chatbubbleentity.nextthink = time;
1267                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1268                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1269                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1270                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1271                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1272                 //this.chatbubbleentity.model = "";
1273                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1274         }
1275 }
1276
1277
1278 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1279 // added to the model skins
1280 /*void UpdateColorModHack()
1281 {
1282         float c;
1283         c = this.clientcolors & 15;
1284         // LordHavoc: only bothering to support white, green, red, yellow, blue
1285              if (!teamplay) this.colormod = '0 0 0';
1286         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1287         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1288         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1289         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1290         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1291         else this.colormod = '1 1 1';
1292 }*/
1293
1294 void respawn(entity this)
1295 {
1296         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1297         {
1298                 this.solid = SOLID_NOT;
1299                 this.takedamage = DAMAGE_NO;
1300                 set_movetype(this, MOVETYPE_FLY);
1301                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1302                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1303                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1304                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1305                 if(autocvar_g_respawn_ghosts_maxtime)
1306                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1307         }
1308
1309         CopyBody(this, 1);
1310
1311         this.effects |= EF_NODRAW; // prevent another CopyBody
1312         PutClientInServer(this);
1313 }
1314
1315 void PrintToChat(entity client, string text)
1316 {
1317         text = strcat("\{1}^7", text, "\n");
1318         sprint(client, text);
1319 }
1320
1321 void DebugPrintToChat(entity client, string text)
1322 {
1323         if (autocvar_developer)
1324         {
1325                 PrintToChat(client, text);
1326         }
1327 }
1328
1329 void PrintToChatAll(string text)
1330 {
1331         text = strcat("\{1}^7", text, "\n");
1332         bprint(text);
1333 }
1334
1335 void DebugPrintToChatAll(string text)
1336 {
1337         if (autocvar_developer)
1338         {
1339                 PrintToChatAll(text);
1340         }
1341 }
1342
1343 void PrintToChatTeam(int team_num, string text)
1344 {
1345         text = strcat("\{1}^7", text, "\n");
1346         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1347         {
1348                 if (it.team == team_num)
1349                 {
1350                         sprint(it, text);
1351                 }
1352         });
1353 }
1354
1355 void DebugPrintToChatTeam(int team_num, string text)
1356 {
1357         if (autocvar_developer)
1358         {
1359                 PrintToChatTeam(team_num, text);
1360         }
1361 }
1362
1363 void play_countdown(entity this, float finished, Sound samp)
1364 {
1365         TC(Sound, samp);
1366         if(IS_REAL_CLIENT(this))
1367                 if(floor(finished - time - frametime) != floor(finished - time))
1368                         if(finished - time < 6)
1369                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1370 }
1371
1372 void player_powerups(entity this)
1373 {
1374         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1375         int items_prev = this.items;
1376
1377         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1378                 this.modelflags |= MF_ROCKET;
1379         else
1380                 this.modelflags &= ~MF_ROCKET;
1381
1382         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1383
1384         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1385                 return;
1386
1387         Fire_ApplyDamage(this);
1388         Fire_ApplyEffect(this);
1389
1390         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1391         {
1392                 if (this.items & ITEM_Strength.m_itemid)
1393                 {
1394                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1395                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1396                         if (time > this.strength_finished)
1397                         {
1398                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1399                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1400                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1401                         }
1402                 }
1403                 else
1404                 {
1405                         if (time < this.strength_finished)
1406                         {
1407                                 this.items = this.items | ITEM_Strength.m_itemid;
1408                                 if(!g_cts)
1409                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1410                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1411                         }
1412                 }
1413                 if (this.items & ITEM_Shield.m_itemid)
1414                 {
1415                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1416                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1417                         if (time > this.invincible_finished)
1418                         {
1419                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1420                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1421                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1422                         }
1423                 }
1424                 else
1425                 {
1426                         if (time < this.invincible_finished)
1427                         {
1428                                 this.items = this.items | ITEM_Shield.m_itemid;
1429                                 if(!g_cts)
1430                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1431                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1432                         }
1433                 }
1434                 if (this.items & IT_SUPERWEAPON)
1435                 {
1436                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1437                         {
1438                                 this.superweapons_finished = 0;
1439                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1440                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1441                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1442                         }
1443                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1444                         {
1445                                 // don't let them run out
1446                         }
1447                         else
1448                         {
1449                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1450                                 if (time > this.superweapons_finished)
1451                                 {
1452                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1453                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1454                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1455                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1456                                 }
1457                         }
1458                 }
1459                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1460                 {
1461                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1462                         {
1463                                 this.items = this.items | IT_SUPERWEAPON;
1464                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1465                                 {
1466                                         if(!g_cts)
1467                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1468                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1469                                 }
1470                         }
1471                         else
1472                         {
1473                                 this.superweapons_finished = 0;
1474                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1475                         }
1476                 }
1477                 else
1478                 {
1479                         this.superweapons_finished = 0;
1480                 }
1481         }
1482
1483         if(autocvar_g_nodepthtestplayers)
1484                 this.effects = this.effects | EF_NODEPTHTEST;
1485
1486         if(autocvar_g_fullbrightplayers)
1487                 this.effects = this.effects | EF_FULLBRIGHT;
1488
1489         if (time >= game_starttime)
1490         if (time < this.spawnshieldtime)
1491                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1492
1493         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1494 }
1495
1496 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1497 {
1498         if(current > stable)
1499                 return current;
1500         else if(current > stable - 0.25) // when close enough, "snap"
1501                 return stable;
1502         else
1503                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1504 }
1505
1506 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1507 {
1508         if(current < stable)
1509                 return current;
1510         else if(current < stable + 0.25) // when close enough, "snap"
1511                 return stable;
1512         else
1513                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1514 }
1515
1516 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1517 {
1518         if(current > rotstable)
1519         {
1520                 if(rotframetime > 0)
1521                 {
1522                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1523                         current = max(rotstable, current - rotlinear * rotframetime);
1524                 }
1525         }
1526         else if(current < regenstable)
1527         {
1528                 if(regenframetime > 0)
1529                 {
1530                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1531                         current = min(regenstable, current + regenlinear * regenframetime);
1532                 }
1533         }
1534
1535         if(current > limit)
1536                 current = limit;
1537
1538         return current;
1539 }
1540
1541 void player_regen(entity this)
1542 {
1543         float max_mod, regen_mod, rot_mod, limit_mod;
1544         max_mod = regen_mod = rot_mod = limit_mod = 1;
1545
1546         float regen_health = autocvar_g_balance_health_regen;
1547         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1548         float regen_health_rot = autocvar_g_balance_health_rot;
1549         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1550         float regen_health_stable = autocvar_g_balance_health_regenstable;
1551         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1552         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1553                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1554         max_mod = M_ARGV(1, float);
1555         regen_mod = M_ARGV(2, float);
1556         rot_mod = M_ARGV(3, float);
1557         limit_mod = M_ARGV(4, float);
1558         regen_health = M_ARGV(5, float);
1559         regen_health_linear = M_ARGV(6, float);
1560         regen_health_rot = M_ARGV(7, float);
1561         regen_health_rotlinear = M_ARGV(8, float);
1562         regen_health_stable = M_ARGV(9, float);
1563         regen_health_rotstable = M_ARGV(10, float);
1564
1565         if(!mutator_returnvalue)
1566         if(!STAT(FROZEN, this))
1567         {
1568                 float mina, maxa, limith, limita;
1569                 maxa = autocvar_g_balance_armor_rotstable;
1570                 mina = autocvar_g_balance_armor_regenstable;
1571                 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1572                 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1573
1574                 regen_health_rotstable = regen_health_rotstable * max_mod;
1575                 regen_health_stable = regen_health_stable * max_mod;
1576                 limith = limith * limit_mod;
1577                 limita = limita * limit_mod;
1578
1579                 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
1580                                                                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1581                                                                         rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1582                 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1583                                                                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1584                                                                         rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1585         }
1586
1587         // if player rotted to death...  die!
1588         // check this outside above checks, as player may still be able to rot to death
1589         if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1590         {
1591                 if(this.vehicle)
1592                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1593                 if(this.event_damage)
1594                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1595         }
1596
1597         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1598         {
1599                 float minf, maxf, limitf;
1600
1601                 maxf = autocvar_g_balance_fuel_rotstable;
1602                 minf = autocvar_g_balance_fuel_regenstable;
1603                 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1604
1605                 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
1606                                                                                 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1607                                                                                 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1608         }
1609 }
1610
1611 bool zoomstate_set;
1612 void SetZoomState(entity this, float newzoom)
1613 {
1614         if(newzoom != CS(this).zoomstate)
1615         {
1616                 CS(this).zoomstate = newzoom;
1617                 ClientData_Touch(this);
1618         }
1619         zoomstate_set = true;
1620 }
1621
1622 void GetPressedKeys(entity this)
1623 {
1624         MUTATOR_CALLHOOK(GetPressedKeys, this);
1625         int keys = STAT(PRESSED_KEYS, this);
1626         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1627         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1628         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1629         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1630
1631         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1632         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
1633         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1634         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1635         CS(this).pressedkeys = keys; // store for other users
1636
1637         STAT(PRESSED_KEYS, this) = keys;
1638 }
1639
1640 /*
1641 ======================
1642 spectate mode routines
1643 ======================
1644 */
1645
1646 void SpectateCopy(entity this, entity spectatee)
1647 {
1648         TC(Client, this); TC(Client, spectatee);
1649
1650         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1651         PS(this) = PS(spectatee);
1652         this.armortype = spectatee.armortype;
1653         SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1654         SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1655         SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1656         SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1657         SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1658         SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1659         SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1660         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1661         SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1662         CS(this).impulse = 0;
1663         this.items = spectatee.items;
1664         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1665         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1666         this.strength_finished = spectatee.strength_finished;
1667         this.invincible_finished = spectatee.invincible_finished;
1668         this.superweapons_finished = spectatee.superweapons_finished;
1669         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1670         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1671         this.punchangle = spectatee.punchangle;
1672         this.view_ofs = spectatee.view_ofs;
1673         this.velocity = spectatee.velocity;
1674         this.dmg_take = spectatee.dmg_take;
1675         this.dmg_save = spectatee.dmg_save;
1676         this.dmg_inflictor = spectatee.dmg_inflictor;
1677         this.v_angle = spectatee.v_angle;
1678         this.angles = spectatee.v_angle;
1679         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1680         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1681         this.viewloc = spectatee.viewloc;
1682         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1683                 this.fixangle = true;
1684         setorigin(this, spectatee.origin);
1685         setsize(this, spectatee.mins, spectatee.maxs);
1686         SetZoomState(this, CS(spectatee).zoomstate);
1687
1688     anticheat_spectatecopy(this, spectatee);
1689         STAT(HUD, this) = STAT(HUD, spectatee);
1690         if(spectatee.vehicle)
1691     {
1692         this.angles = spectatee.v_angle;
1693
1694         //this.fixangle = false;
1695         //this.velocity = spectatee.vehicle.velocity;
1696         this.vehicle_health = spectatee.vehicle_health;
1697         this.vehicle_shield = spectatee.vehicle_shield;
1698         this.vehicle_energy = spectatee.vehicle_energy;
1699         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1700         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1701         this.vehicle_reload1 = spectatee.vehicle_reload1;
1702         this.vehicle_reload2 = spectatee.vehicle_reload2;
1703
1704         //msg_entity = this;
1705
1706        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1707             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1708            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1709            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1710
1711         //WriteByte (MSG_ONE, SVC_SETVIEW);
1712         //    WriteEntity(MSG_ONE, this);
1713         //makevectors(spectatee.v_angle);
1714         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1715     }
1716 }
1717
1718 bool SpectateUpdate(entity this)
1719 {
1720         if(!this.enemy)
1721                 return false;
1722
1723         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1724         {
1725                 SetSpectatee(this, NULL);
1726                 return false;
1727         }
1728
1729         SpectateCopy(this, this.enemy);
1730
1731         return true;
1732 }
1733
1734 bool SpectateSet(entity this)
1735 {
1736         if(!IS_PLAYER(this.enemy))
1737                 return false;
1738
1739         ClientData_Touch(this.enemy);
1740
1741         msg_entity = this;
1742         WriteByte(MSG_ONE, SVC_SETVIEW);
1743         WriteEntity(MSG_ONE, this.enemy);
1744         set_movetype(this, MOVETYPE_NONE);
1745         accuracy_resend(this);
1746
1747         if(!SpectateUpdate(this))
1748                 PutObserverInServer(this);
1749
1750         return true;
1751 }
1752
1753 void SetSpectatee_status(entity this, int spectatee_num)
1754 {
1755         int oldspectatee_status = CS(this).spectatee_status;
1756         CS(this).spectatee_status = spectatee_num;
1757
1758         if (CS(this).spectatee_status != oldspectatee_status)
1759         {
1760                 ClientData_Touch(this);
1761                 if (g_race || g_cts) race_InitSpectator();
1762         }
1763 }
1764
1765 void SetSpectatee(entity this, entity spectatee)
1766 {
1767         if(IS_BOT_CLIENT(this))
1768                 return; // bots abuse .enemy, this code is useless to them
1769
1770         entity old_spectatee = this.enemy;
1771
1772         this.enemy = spectatee;
1773
1774         // WEAPONTODO
1775         // these are required to fix the spectator bug with arc
1776         if(old_spectatee)
1777         {
1778                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1779                 {
1780                         .entity weaponentity = weaponentities[slot];
1781                         if(old_spectatee.(weaponentity).arc_beam)
1782                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1783                 }
1784         }
1785         if(this.enemy)
1786         {
1787                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1788                 {
1789                         .entity weaponentity = weaponentities[slot];
1790                         if(this.enemy.(weaponentity).arc_beam)
1791                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1792                 }
1793         }
1794
1795         if (this.enemy)
1796                 SetSpectatee_status(this, etof(this.enemy));
1797
1798         // needed to update spectator list
1799         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1800 }
1801
1802 bool Spectate(entity this, entity pl)
1803 {
1804         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1805                 return false;
1806         pl = M_ARGV(1, entity);
1807
1808         SetSpectatee(this, pl);
1809         return SpectateSet(this);
1810 }
1811
1812 bool SpectateNext(entity this)
1813 {
1814         entity ent = find(this.enemy, classname, STR_PLAYER);
1815
1816         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1817                 ent = M_ARGV(1, entity);
1818         else if (!ent)
1819                 ent = find(ent, classname, STR_PLAYER);
1820
1821         if(ent) { SetSpectatee(this, ent); }
1822
1823         return SpectateSet(this);
1824 }
1825
1826 bool SpectatePrev(entity this)
1827 {
1828         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1829         entity ent = findchain(classname, STR_PLAYER);
1830         if (!ent) // no player
1831                 return false;
1832
1833         entity first = ent;
1834         // skip players until current spectated player
1835         if(this.enemy)
1836         while(ent && ent != this.enemy)
1837                 ent = ent.chain;
1838
1839         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1840         {
1841                 case MUT_SPECPREV_FOUND:
1842                     ent = M_ARGV(1, entity);
1843                     break;
1844                 case MUT_SPECPREV_RETURN:
1845                     return true;
1846                 case MUT_SPECPREV_CONTINUE:
1847                 default:
1848                 {
1849                         if(ent.chain)
1850                                 ent = ent.chain;
1851                         else
1852                                 ent = first;
1853                         break;
1854                 }
1855         }
1856
1857         SetSpectatee(this, ent);
1858         return SpectateSet(this);
1859 }
1860
1861 /*
1862 =============
1863 ShowRespawnCountdown()
1864
1865 Update a respawn countdown display.
1866 =============
1867 */
1868 void ShowRespawnCountdown(entity this)
1869 {
1870         float number;
1871         if(!IS_DEAD(this)) // just respawned?
1872                 return;
1873         else
1874         {
1875                 number = ceil(this.respawn_time - time);
1876                 if(number <= 0)
1877                         return;
1878                 if(number <= this.respawn_countdown)
1879                 {
1880                         this.respawn_countdown = number - 1;
1881                         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
1882                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1883                 }
1884         }
1885 }
1886
1887 .bool team_selected;
1888 bool ShowTeamSelection(entity this)
1889 {
1890         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1891                 return false;
1892         stuffcmd(this, "menu_showteamselect\n");
1893         return true;
1894 }
1895 void Join(entity this)
1896 {
1897         TRANSMUTE(Player, this);
1898
1899         if(!this.team_selected)
1900         if(autocvar_g_campaign || autocvar_g_balance_teams)
1901                 TeamBalance_JoinBestTeam(this);
1902
1903         if(autocvar_g_campaign)
1904                 campaign_bots_may_start = true;
1905
1906         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1907
1908         PutClientInServer(this);
1909
1910         if(IS_PLAYER(this))
1911         if(teamplay && this.team != -1)
1912         {
1913         }
1914         else
1915                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1916         this.team_selected = false;
1917 }
1918
1919 /**
1920  * Determines whether the player is allowed to join. This depends on cvar
1921  * g_maxplayers, if it isn't used this function always return true, otherwise
1922  * it checks whether the number of currently playing players exceeds g_maxplayers.
1923  * @return int number of free slots for players, 0 if none
1924  */
1925 int nJoinAllowed(entity this, entity ignore)
1926 {
1927         if(!ignore)
1928         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1929         // so report 0 free slots if restricted
1930         {
1931                 if(autocvar_g_forced_team_otherwise == "spectate")
1932                         return 0;
1933                 if(autocvar_g_forced_team_otherwise == "spectator")
1934                         return 0;
1935         }
1936
1937         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1938                 return 0; // forced spectators can never join
1939
1940         // TODO simplify this
1941         int totalClients = 0;
1942         int currentlyPlaying = 0;
1943         FOREACH_CLIENT(true, {
1944                 if(it != ignore)
1945                         ++totalClients;
1946                 if(IS_REAL_CLIENT(it))
1947                 if(IS_PLAYER(it) || it.caplayer)
1948                         ++currentlyPlaying;
1949         });
1950
1951         float free_slots = 0;
1952         if (!autocvar_g_maxplayers)
1953                 free_slots = maxclients - totalClients;
1954         else if(currentlyPlaying < autocvar_g_maxplayers)
1955                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1956
1957         static float join_prevent_msg_time = 0;
1958         if(this && ignore && !free_slots && time > join_prevent_msg_time)
1959         {
1960                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1961                 join_prevent_msg_time = time + 3;
1962         }
1963
1964         return free_slots;
1965 }
1966
1967 /**
1968  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1969  * g_maxplayers_spectator_blocktime seconds
1970  */
1971 void checkSpectatorBlock(entity this)
1972 {
1973         if(IS_SPEC(this) || IS_OBSERVER(this))
1974         if(!this.caplayer)
1975         if(IS_REAL_CLIENT(this))
1976         {
1977                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1978                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1979                         dropclient(this);
1980                 }
1981         }
1982 }
1983
1984 void PrintWelcomeMessage(entity this)
1985 {
1986         if(CS(this).motd_actived_time == 0)
1987         {
1988                 if (autocvar_g_campaign) {
1989                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1990                                 CS(this).motd_actived_time = time;
1991                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1992                         }
1993                 } else {
1994                         if (PHYS_INPUT_BUTTON_INFO(this)) {
1995                                 CS(this).motd_actived_time = time;
1996                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1997                         }
1998                 }
1999         }
2000         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2001         {
2002                 if (autocvar_g_campaign) {
2003                         if (PHYS_INPUT_BUTTON_INFO(this))
2004                                 CS(this).motd_actived_time = time;
2005                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2006                                 CS(this).motd_actived_time = 0;
2007                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2008                         }
2009                 } else {
2010                         if (PHYS_INPUT_BUTTON_INFO(this))
2011                                 CS(this).motd_actived_time = time;
2012                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2013                                 CS(this).motd_actived_time = 0;
2014                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2015                         }
2016                 }
2017         }
2018         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2019         {
2020                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2021                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2022                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2023                 {
2024                         // instanctly hide MOTD
2025                         CS(this).motd_actived_time = 0;
2026                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2027                 }
2028         }
2029 }
2030
2031 const int MIN_SPEC_TIME = 1;
2032 bool joinAllowed(entity this)
2033 {
2034         if (CS(this).version_mismatch) return false;
2035         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2036         if (!nJoinAllowed(this, this)) return false;
2037         if (teamplay && lockteams) return false;
2038         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2039         if (ShowTeamSelection(this)) return false;
2040         return true;
2041 }
2042
2043 .int items_added;
2044 .string shootfromfixedorigin;
2045 bool PlayerThink(entity this)
2046 {
2047         if (game_stopped || intermission_running) {
2048                 this.modelflags &= ~MF_ROCKET;
2049                 if(intermission_running)
2050                         IntermissionThink(this);
2051                 return false;
2052         }
2053
2054         if (timeout_status == TIMEOUT_ACTIVE) {
2055         // don't allow the player to turn around while game is paused
2056                 // FIXME turn this into CSQC stuff
2057                 this.v_angle = this.lastV_angle;
2058                 this.angles = this.lastV_angle;
2059                 this.fixangle = true;
2060         }
2061
2062         if (frametime) player_powerups(this);
2063
2064         if (IS_DEAD(this)) {
2065                 if (this.personal && g_race_qualifying) {
2066                         if (time > this.respawn_time) {
2067                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2068                                 respawn(this);
2069                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2070                         }
2071                 } else {
2072                         if (frametime) player_anim(this);
2073
2074                         if (this.respawn_flags & RESPAWN_DENY)
2075                         {
2076                                 STAT(RESPAWN_TIME, this) = 0;
2077                                 return false;
2078                         }
2079
2080                         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));
2081
2082                         switch(this.deadflag)
2083                         {
2084                                 case DEAD_DYING:
2085                                 {
2086                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2087                                                 this.deadflag = DEAD_RESPAWNING;
2088                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2089                                                 this.deadflag = DEAD_DEAD;
2090                                         break;
2091                                 }
2092                                 case DEAD_DEAD:
2093                                 {
2094                                         if (button_pressed)
2095                                                 this.deadflag = DEAD_RESPAWNABLE;
2096                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2097                                                 this.deadflag = DEAD_RESPAWNING;
2098                                         break;
2099                                 }
2100                                 case DEAD_RESPAWNABLE:
2101                                 {
2102                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2103                                                 this.deadflag = DEAD_RESPAWNING;
2104                                         break;
2105                                 }
2106                                 case DEAD_RESPAWNING:
2107                                 {
2108                                         if (time > this.respawn_time)
2109                                         {
2110                                                 this.respawn_time = time + 1; // only retry once a second
2111                                                 this.respawn_time_max = this.respawn_time;
2112                                                 respawn(this);
2113                                         }
2114                                         break;
2115                                 }
2116                         }
2117
2118                         ShowRespawnCountdown(this);
2119
2120                         if (this.respawn_flags & RESPAWN_SILENT)
2121                                 STAT(RESPAWN_TIME, this) = 0;
2122                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2123                         {
2124                                 if (time < this.respawn_time)
2125                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2126                                 else if (this.deadflag != DEAD_RESPAWNING)
2127                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2128                         }
2129                         else
2130                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2131                 }
2132
2133                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2134                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2135                         STAT(RESPAWN_TIME, this) *= -1;
2136
2137                 return false;
2138         }
2139
2140         FixPlayermodel(this);
2141
2142         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2143                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2144                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2145         }
2146
2147         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2148         //if(frametime)
2149         {
2150                 this.items &= ~this.items_added;
2151
2152                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2153                 {
2154                         .entity weaponentity = weaponentities[slot];
2155                         W_WeaponFrame(this, weaponentity);
2156                 }
2157
2158                 this.items_added = 0;
2159                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2160             this.items_added |= IT_FUEL;
2161
2162                 this.items |= this.items_added;
2163         }
2164
2165         player_regen(this);
2166
2167         // WEAPONTODO: Add a weapon request for this
2168         // rot vortex charge to the charge limit
2169         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2170         {
2171                 .entity weaponentity = weaponentities[slot];
2172                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2173                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2174         }
2175
2176         if (frametime) player_anim(this);
2177
2178         // secret status
2179         secrets_setstatus(this);
2180
2181         // monsters status
2182         monsters_setstatus(this);
2183
2184         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2185
2186         return true;
2187 }
2188
2189 .bool would_spectate;
2190 void ObserverThink(entity this)
2191 {
2192         if ( CS(this).impulse )
2193         {
2194                 MinigameImpulse(this, CS(this).impulse);
2195                 CS(this).impulse = 0;
2196         }
2197
2198         if (this.flags & FL_JUMPRELEASED) {
2199                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2200                         this.flags &= ~FL_JUMPRELEASED;
2201                         this.flags |= FL_SPAWNING;
2202                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2203                         this.flags &= ~FL_JUMPRELEASED;
2204                         if(SpectateNext(this)) {
2205                                 TRANSMUTE(Spectator, this);
2206                         }
2207                 } else {
2208                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2209                         set_movetype(this, preferred_movetype);
2210                 }
2211         } else {
2212                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2213                         this.flags |= FL_JUMPRELEASED;
2214                         if(this.flags & FL_SPAWNING)
2215                         {
2216                                 this.flags &= ~FL_SPAWNING;
2217                                 Join(this);
2218                                 return;
2219                         }
2220                 }
2221         }
2222 }
2223
2224 void SpectatorThink(entity this)
2225 {
2226         if ( CS(this).impulse )
2227         {
2228                 if(MinigameImpulse(this, CS(this).impulse))
2229                         CS(this).impulse = 0;
2230
2231                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2232                 {
2233                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2234                         CS(this).impulse = 0;
2235                         return;
2236                 }
2237         }
2238
2239         if (this.flags & FL_JUMPRELEASED) {
2240                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2241                         this.flags &= ~FL_JUMPRELEASED;
2242                         this.flags |= FL_SPAWNING;
2243                 } 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)) {
2244                         this.flags &= ~FL_JUMPRELEASED;
2245                         if(SpectateNext(this)) {
2246                                 TRANSMUTE(Spectator, this);
2247                         } else {
2248                                 TRANSMUTE(Observer, this);
2249                                 PutClientInServer(this);
2250                         }
2251                         CS(this).impulse = 0;
2252                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2253                         this.flags &= ~FL_JUMPRELEASED;
2254                         if(SpectatePrev(this)) {
2255                                 TRANSMUTE(Spectator, this);
2256                         } else {
2257                                 TRANSMUTE(Observer, this);
2258                                 PutClientInServer(this);
2259                         }
2260                         CS(this).impulse = 0;
2261                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2262                         this.would_spectate = false;
2263                         this.flags &= ~FL_JUMPRELEASED;
2264                         TRANSMUTE(Observer, this);
2265                         PutClientInServer(this);
2266                 } else {
2267                         if(!SpectateUpdate(this))
2268                         {
2269                                 if(!SpectateNext(this))
2270                                 {
2271                                         PutObserverInServer(this);
2272                                         this.would_spectate = true;
2273                                 }
2274                         }
2275                 }
2276         } else {
2277                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2278                         this.flags |= FL_JUMPRELEASED;
2279                         if(this.flags & FL_SPAWNING)
2280                         {
2281                                 this.flags &= ~FL_SPAWNING;
2282                                 Join(this);
2283                                 return;
2284                         }
2285                 }
2286                 if(!SpectateUpdate(this))
2287                         PutObserverInServer(this);
2288         }
2289
2290         this.flags |= FL_CLIENT | FL_NOTARGET;
2291 }
2292
2293 void PlayerUseKey(entity this)
2294 {
2295         if (!IS_PLAYER(this))
2296                 return;
2297
2298         if(this.vehicle)
2299         {
2300                 if(!game_stopped)
2301                 {
2302                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2303                         return;
2304                 }
2305         }
2306         else if(autocvar_g_vehicles_enter)
2307         {
2308                 if(!STAT(FROZEN, this))
2309                 if(!IS_DEAD(this))
2310                 if(!game_stopped)
2311                 {
2312                         entity head, closest_target = NULL;
2313                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2314
2315                         while(head) // find the closest acceptable target to enter
2316                         {
2317                                 if(IS_VEHICLE(head))
2318                                 if(!IS_DEAD(head))
2319                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2320                                 if(head.takedamage != DAMAGE_NO)
2321                                 {
2322                                         if(closest_target)
2323                                         {
2324                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2325                                                 { closest_target = head; }
2326                                         }
2327                                         else { closest_target = head; }
2328                                 }
2329
2330                                 head = head.chain;
2331                         }
2332
2333                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2334                 }
2335         }
2336
2337         // a use key was pressed; call handlers
2338         MUTATOR_CALLHOOK(PlayerUseKey, this);
2339 }
2340
2341
2342 /*
2343 =============
2344 PlayerPreThink
2345
2346 Called every frame for each client before the physics are run
2347 =============
2348 */
2349 .float last_vehiclecheck;
2350 void PlayerPreThink (entity this)
2351 {
2352         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2353         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2354
2355         WarpZone_PlayerPhysics_FixVAngle(this);
2356
2357         if (frametime) {
2358                 // physics frames: update anticheat stuff
2359                 anticheat_prethink(this);
2360         }
2361
2362         if (blockSpectators && frametime) {
2363                 // WORKAROUND: only use dropclient in server frames (frametime set).
2364                 // Never use it in cl_movement frames (frametime zero).
2365                 checkSpectatorBlock(this);
2366         }
2367
2368         zoomstate_set = false;
2369
2370         // Check for nameless players
2371         if (this.netname == "" || this.netname != CS(this).netname_previous)
2372         {
2373                 bool assume_unchanged = (CS(this).netname_previous == "");
2374                 if (isInvisibleString(this.netname))
2375                 {
2376                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2377                         assume_unchanged = false;
2378                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2379                 }
2380                 if (!assume_unchanged && autocvar_sv_eventlog)
2381                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2382                 strcpy(CS(this).netname_previous, this.netname);
2383         }
2384
2385         // version nagging
2386         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2387         CS(this).version_nagtime = 0;
2388         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2389             // git client
2390         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2391             // git server
2392             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2393         } else {
2394             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2395             if (r < 0) { // old client
2396                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2397             } else if (r > 0) { // old server
2398                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2399             }
2400         }
2401     }
2402
2403         // GOD MODE info
2404         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2405         {
2406                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2407                 this.max_armorvalue = 0;
2408         }
2409
2410         if(IS_PLAYER(this))
2411         {
2412                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2413                 {
2414                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2415                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2416                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2417
2418                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2419                                 Unfreeze(this, false);
2420                 }
2421                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2422                 {
2423                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2424                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2425
2426                         if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2427                         {
2428                                 if (this.vehicle)
2429                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2430                                 if(this.event_damage)
2431                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2432                         }
2433                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2434                                 Unfreeze(this, false);
2435                 }
2436         }
2437
2438         MUTATOR_CALLHOOK(PlayerPreThink, this);
2439
2440         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2441         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2442         {
2443                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2444                 {
2445                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2446                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2447                         {
2448                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2449                         }
2450                         else if(!it.owner)
2451                         {
2452                                 if(!it.team || SAME_TEAM(this, it))
2453                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2454                                 else if(autocvar_g_vehicles_steal)
2455                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2456                         }
2457                 });
2458
2459                 this.last_vehiclecheck = time + 1;
2460         }
2461
2462         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2463         {
2464                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2465                         PlayerUseKey(this);
2466                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2467         }
2468
2469         if (IS_REAL_CLIENT(this))
2470                 PrintWelcomeMessage(this);
2471
2472         if (IS_PLAYER(this)) {
2473                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2474                         error("Client can't be spawned as player on connection!");
2475                 if(!PlayerThink(this))
2476                         return;
2477         }
2478         else if (game_stopped || intermission_running) {
2479                 if(intermission_running)
2480                         IntermissionThink(this);
2481                 return;
2482         }
2483         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2484         {
2485                 CS(this).autojoin_checked = true;
2486                 // don't do this in ClientConnect
2487                 // many things can go wrong if a client is spawned as player on connection
2488                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2489                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2490                                 && (!teamplay || autocvar_g_balance_teams)))
2491                 {
2492                         campaign_bots_may_start = true;
2493                         Join(this);
2494                         return;
2495                 }
2496         }
2497         else if (IS_OBSERVER(this)) {
2498                 ObserverThink(this);
2499         }
2500         else if (IS_SPEC(this)) {
2501                 SpectatorThink(this);
2502         }
2503
2504         // WEAPONTODO: Add weapon request for this
2505         if (!zoomstate_set) {
2506                 bool wep_zoomed = false;
2507                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2508                 {
2509                         .entity weaponentity = weaponentities[slot];
2510                         Weapon thiswep = this.(weaponentity).m_weapon;
2511                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2512                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2513                 }
2514                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2515     }
2516
2517         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2518         {
2519                 CS(this).teamkill_soundtime = 0;
2520
2521                 entity e = CS(this).teamkill_soundsource;
2522                 entity oldpusher = e.pusher;
2523                 e.pusher = this;
2524                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2525                 e.pusher = oldpusher;
2526         }
2527
2528         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2529                 CS(this).taunt_soundtime = 0;
2530                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2531         }
2532
2533         target_voicescript_next(this);
2534
2535         // WEAPONTODO: Move into weaponsystem somehow
2536         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2537         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2538         {
2539                 .entity weaponentity = weaponentities[slot];
2540                 if(this.(weaponentity).m_weapon == WEP_Null)
2541                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2542         }
2543 }
2544
2545 void DrownPlayer(entity this)
2546 {
2547         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2548                 return;
2549
2550         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2551         {
2552                 if(this.air_finished < time)
2553                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2554                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2555         }
2556         else if (this.air_finished < time)
2557         {       // drown!
2558                 if (this.pain_finished < time)
2559                 {
2560                         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');
2561                         this.pain_finished = time + 0.5;
2562                 }
2563         }
2564 }
2565
2566 .bool move_qcphysics;
2567
2568 void Player_Physics(entity this)
2569 {
2570         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2571
2572         if(!this.move_qcphysics)
2573                 return;
2574
2575         if(!frametime && !CS(this).pm_frametime)
2576                 return;
2577
2578         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2579
2580         CS(this).pm_frametime = 0;
2581 }
2582
2583 /*
2584 =============
2585 PlayerPostThink
2586
2587 Called every frame for each client after the physics are run
2588 =============
2589 */
2590 void PlayerPostThink (entity this)
2591 {
2592         Player_Physics(this);
2593
2594         if (sv_maxidle > 0)
2595         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2596         if (IS_REAL_CLIENT(this))
2597         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2598         {
2599                 int totalClients = 0;
2600                 if(sv_maxidle_slots > 0)
2601                 {
2602                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2603                         {
2604                                 ++totalClients;
2605                         });
2606                 }
2607
2608                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2609                 { /* do nothing */ }
2610                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2611                 {
2612                         if (CS(this).idlekick_lasttimeleft)
2613                         {
2614                                 CS(this).idlekick_lasttimeleft = 0;
2615                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2616                         }
2617                 }
2618                 else
2619                 {
2620                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2621                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2622                                 if (!CS(this).idlekick_lasttimeleft)
2623                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2624                         }
2625                         if (timeleft <= 0) {
2626                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2627                                 dropclient(this);
2628                                 return;
2629                         }
2630                         else if (timeleft <= 10) {
2631                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2632                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2633                 }
2634                                 CS(this).idlekick_lasttimeleft = timeleft;
2635                         }
2636                 }
2637         }
2638
2639         CheatFrame(this);
2640
2641         if (game_stopped)
2642         {
2643                 this.solid = SOLID_NOT;
2644                 this.takedamage = DAMAGE_NO;
2645                 set_movetype(this, MOVETYPE_NONE);
2646         }
2647
2648         if (IS_PLAYER(this)) {
2649                 if(this.death_time == time && IS_DEAD(this))
2650                 {
2651                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2652                         // once all the damage events of this frame have been processed with normal size
2653                         this.maxs.z = 5;
2654                         setsize(this, this.mins, this.maxs);
2655                 }
2656                 DrownPlayer(this);
2657                 UpdateChatBubble(this);
2658                 if (CS(this).impulse) ImpulseCommands(this);
2659                 if (game_stopped)
2660                 {
2661                         CSQCMODEL_AUTOUPDATE(this);
2662                         return;
2663                 }
2664                 GetPressedKeys(this);
2665         }
2666
2667         if (this.waypointsprite_attachedforcarrier) {
2668             vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2669                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2670     }
2671
2672         CSQCMODEL_AUTOUPDATE(this);
2673 }
2674
2675 // hack to copy the button fields from the client entity to the Client State
2676 void PM_UpdateButtons(entity this, entity store)
2677 {
2678         if(this.impulse)
2679                 store.impulse = this.impulse;
2680         this.impulse = 0;
2681
2682         bool typing = this.buttonchat || this.button14;
2683
2684         store.button0 = (typing) ? 0 : this.button0;
2685         //button1?!
2686         store.button2 = (typing) ? 0 : this.button2;
2687         store.button3 = (typing) ? 0 : this.button3;
2688         store.button4 = this.button4;
2689         store.button5 = (typing) ? 0 : this.button5;
2690         store.button6 = this.button6;
2691         store.button7 = this.button7;
2692         store.button8 = this.button8;
2693         store.button9 = this.button9;
2694         store.button10 = this.button10;
2695         store.button11 = this.button11;
2696         store.button12 = this.button12;
2697         store.button13 = this.button13;
2698         store.button14 = this.button14;
2699         store.button15 = this.button15;
2700         store.button16 = this.button16;
2701         store.buttonuse = this.buttonuse;
2702         store.buttonchat = this.buttonchat;
2703
2704         store.cursor_active = this.cursor_active;
2705         store.cursor_screen = this.cursor_screen;
2706         store.cursor_trace_start = this.cursor_trace_start;
2707         store.cursor_trace_endpos = this.cursor_trace_endpos;
2708         store.cursor_trace_ent = this.cursor_trace_ent;
2709
2710         store.ping = this.ping;
2711         store.ping_packetloss = this.ping_packetloss;
2712         store.ping_movementloss = this.ping_movementloss;
2713
2714         store.v_angle = this.v_angle;
2715         store.movement = (typing) ? '0 0 0' : this.movement;
2716 }
2717
2718 NET_HANDLE(fpsreport, bool)
2719 {
2720         int fps = ReadShort();
2721         PlayerScore_Set(sender, SP_FPS, fps);
2722         return true;
2723 }