887e00c5946263b8ddc511ec1a2ca1673cf9f733
[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 #include "weapons/common.qh"
29
30 #include "bot/api.qh"
31
32 #include "../common/ent_cs.qh"
33 #include "../common/wepent.qh"
34 #include <common/state.qh>
35
36 #include "compat/quake3.qh"
37
38 #include <common/effects/qc/globalsound.qh>
39
40 #include "../common/mapobjects/func/conveyor.qh"
41 #include "../common/mapobjects/teleporters.qh"
42 #include "../common/mapobjects/target/spawnpoint.qh"
43 #include <common/mapobjects/trigger/counter.qh>
44 #include <common/mapobjects/trigger/swamp.qh>
45
46 #include "../common/vehicles/all.qh"
47
48 #include "weapons/hitplot.qh"
49 #include "weapons/weaponsystem.qh"
50
51 #include "../common/net_notice.qh"
52 #include "../common/net_linked.qh"
53 #include "../common/physics/player.qh"
54
55 #include <common/vehicles/sv_vehicles.qh>
56
57 #include "../common/items/_mod.qh"
58
59 #include "../common/mutators/mutator/waypoints/all.qh"
60 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
61 #include <common/gamemodes/_mod.qh>
62
63 #include "../common/mapobjects/subs.qh"
64 #include "../common/mapobjects/triggers.qh"
65 #include "../common/mapobjects/trigger/secret.qh"
66
67 #include "../common/minigames/sv_minigames.qh"
68
69 #include "../common/items/inventory.qh"
70
71 #include "../common/monsters/sv_monsters.qh"
72
73 #include "../lib/warpzone/server.qh"
74
75 #include <common/mutators/mutator/overkill/oknex.qh>
76
77 STATIC_METHOD(Client, Add, void(Client this, int _team))
78 {
79     ClientConnect(this);
80     TRANSMUTE(Player, this);
81     this.frame = 12; // 7
82     this.team = _team;
83     PutClientInServer(this);
84 }
85
86 STATIC_METHOD(Client, Remove, void(Client this))
87 {
88     TRANSMUTE(Observer, this);
89     PutClientInServer(this);
90     ClientDisconnect(this);
91 }
92
93 void send_CSQC_teamnagger() {
94         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
95 }
96
97 int CountSpectators(entity player, entity to)
98 {
99         if(!player) { return 0; } // not sure how, but best to be safe
100
101         int spec_count = 0;
102
103         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
104         {
105                 spec_count++;
106         });
107
108         return spec_count;
109 }
110
111 void WriteSpectators(entity player, entity to)
112 {
113         if(!player) { return; } // not sure how, but best to be safe
114
115         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
116         {
117                 WriteByte(MSG_ENTITY, num_for_edict(it));
118         });
119 }
120
121 bool ClientData_Send(entity this, entity to, int sf)
122 {
123         assert(to == this.owner, return false);
124
125         entity e = to;
126         if (IS_SPEC(e)) e = e.enemy;
127
128         sf = 0;
129         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
130         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
131         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
132         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
133
134         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
135         WriteByte(MSG_ENTITY, sf);
136
137         if (sf & BIT(1))
138                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
139
140         if(sf & BIT(4))
141         {
142                 float specs = CountSpectators(e, to);
143                 WriteByte(MSG_ENTITY, specs);
144                 WriteSpectators(e, to);
145         }
146
147         return true;
148 }
149
150 void ClientData_Attach(entity this)
151 {
152         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
153         CS(this).clientdata.drawonlytoclient = this;
154         CS(this).clientdata.owner = this;
155 }
156
157 void ClientData_Detach(entity this)
158 {
159         delete(CS(this).clientdata);
160         CS(this).clientdata = NULL;
161 }
162
163 void ClientData_Touch(entity e)
164 {
165         entity cd = CS(e).clientdata;
166         if (cd) { cd.SendFlags = 1; }
167
168         // make it spectatable
169         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
170         {
171                 entity cd = CS(it).clientdata;
172                 if (cd) { cd.SendFlags = 1; }
173         });
174 }
175
176
177 /*
178 =============
179 CheckPlayerModel
180
181 Checks if the argument string can be a valid playermodel.
182 Returns a valid one in doubt.
183 =============
184 */
185 string FallbackPlayerModel;
186 string CheckPlayerModel(string plyermodel) {
187         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
188         {
189                 // note: we cannot summon Don Strunzone here, some player may
190                 // still have the model string set. In case anyone manages how
191                 // to change a cvar default, we'll have a small leak here.
192                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
193         }
194         // only in right path
195         if( substring(plyermodel,0,14) != "models/player/")
196                 return FallbackPlayerModel;
197         // only good file extensions
198         if(substring(plyermodel,-4,4) != ".zym")
199         if(substring(plyermodel,-4,4) != ".dpm")
200         if(substring(plyermodel,-4,4) != ".iqm")
201         if(substring(plyermodel,-4,4) != ".md3")
202         if(substring(plyermodel,-4,4) != ".psk")
203                 return FallbackPlayerModel;
204         // forbid the LOD models
205         if(substring(plyermodel, -9,5) == "_lod1")
206                 return FallbackPlayerModel;
207         if(substring(plyermodel, -9,5) == "_lod2")
208                 return FallbackPlayerModel;
209         if(plyermodel != strtolower(plyermodel))
210                 return FallbackPlayerModel;
211         // also, restrict to server models
212         if(autocvar_sv_servermodelsonly)
213         {
214                 if(!fexists(plyermodel))
215                         return FallbackPlayerModel;
216         }
217         return plyermodel;
218 }
219
220 void setplayermodel(entity e, string modelname)
221 {
222         precache_model(modelname);
223         _setmodel(e, modelname);
224         player_setupanimsformodel(e);
225         if(!autocvar_g_debug_globalsounds)
226                 UpdatePlayerSounds(e);
227 }
228
229 /** putting a client as observer in the server */
230 void PutObserverInServer(entity this)
231 {
232     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
233         PlayerState_detach(this);
234
235         if (IS_PLAYER(this))
236         {
237                 if(GetResource(this, RES_HEALTH) >= 1)
238                 {
239                         // despawn effect
240                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
241                 }
242
243                 // was a player, recount votes and ready status
244                 if(IS_REAL_CLIENT(this))
245                 {
246                         if (vote_called) { VoteCount(false); }
247                         ReadyCount();
248                 }
249     }
250
251     {
252         entity spot = SelectSpawnPoint(this, true);
253         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
254         this.angles = vec2(spot.angles);
255         this.fixangle = true;
256         // offset it so that the spectator spawns higher off the ground, looks better this way
257         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
258         if (IS_REAL_CLIENT(this))
259         {
260             msg_entity = this;
261             WriteByte(MSG_ONE, SVC_SETVIEW);
262             WriteEntity(MSG_ONE, this);
263         }
264         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
265         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
266         if(!autocvar_g_debug_globalsounds)
267         {
268                 // needed for player sounds
269                 this.model = "";
270                 FixPlayermodel(this);
271         }
272         setmodel(this, MDL_Null);
273         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
274         this.view_ofs = '0 0 0';
275     }
276
277     RemoveGrapplingHooks(this);
278         Portal_ClearAll(this);
279         Unfreeze(this, false);
280         SetSpectatee(this, NULL);
281
282         if (this.alivetime)
283         {
284                 if (!warmup_stage)
285                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
286                 this.alivetime = 0;
287         }
288
289         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
290
291         WaypointSprite_PlayerDead(this);
292
293         if (CS(this).killcount != FRAGS_SPECTATOR)
294         {
295                 if(!game_stopped)
296                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
297                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
298         }
299
300         accuracy_resend(this);
301
302         CS(this).spectatortime = time;
303         if(this.bot_attack)
304                 IL_REMOVE(g_bot_targets, this);
305         this.bot_attack = false;
306         if(this.monster_attack)
307                 IL_REMOVE(g_monster_targets, this);
308         this.monster_attack = false;
309     STAT(HUD, this) = HUD_NORMAL;
310         TRANSMUTE(Observer, this);
311         this.iscreature = false;
312         this.teleportable = TELEPORT_SIMPLE;
313         if(this.damagedbycontents)
314                 IL_REMOVE(g_damagedbycontents, this);
315         this.damagedbycontents = false;
316         SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
317         SetSpectatee_status(this, etof(this));
318         this.takedamage = DAMAGE_NO;
319         this.solid = SOLID_NOT;
320         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
321         this.flags = FL_CLIENT | FL_NOTARGET;
322         this.effects = 0;
323         SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
324         this.pauserotarmor_finished = 0;
325         this.pauserothealth_finished = 0;
326         this.pauseregen_finished = 0;
327         this.damageforcescale = 0;
328         this.death_time = 0;
329         this.respawn_flags = 0;
330         this.respawn_time = 0;
331         STAT(RESPAWN_TIME, this) = 0;
332         this.alpha = 0;
333         this.scale = 0;
334         this.fade_time = 0;
335         this.pain_frame = 0;
336         this.pain_finished = 0;
337         this.strength_finished = 0;
338         this.invincible_finished = 0;
339         this.superweapons_finished = 0;
340         //this.dphitcontentsmask = 0;
341         this.dphitcontentsmask = DPCONTENTS_SOLID;
342         if (autocvar_g_playerclip_collisions)
343                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
344         this.pushltime = 0;
345         this.istypefrag = 0;
346         setthink(this, func_null);
347         this.nextthink = 0;
348         this.deadflag = DEAD_NO;
349         this.crouch = false;
350         STAT(REVIVE_PROGRESS, this) = 0;
351         this.revival_time = 0;
352         this.draggable = drag_undraggable;
353
354         this.items = 0;
355         STAT(WEAPONS, this) = '0 0 0';
356         this.drawonlytoclient = this;
357
358         this.viewloc = NULL;
359
360         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
361
362         this.weaponmodel = "";
363         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
364         {
365                 this.weaponentities[slot] = NULL;
366         }
367         this.exteriorweaponentity = NULL;
368         CS(this).killcount = FRAGS_SPECTATOR;
369         this.velocity = '0 0 0';
370         this.avelocity = '0 0 0';
371         this.punchangle = '0 0 0';
372         this.punchvector = '0 0 0';
373         this.oldvelocity = this.velocity;
374         this.fire_endtime = -1;
375         this.event_damage = func_null;
376         this.event_heal = func_null;
377
378         for(int slot = 0; slot < MAX_AXH; ++slot)
379         {
380                 entity axh = this.(AuxiliaryXhair[slot]);
381                 this.(AuxiliaryXhair[slot]) = NULL;
382
383                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
384                         delete(axh);
385         }
386
387         if (mutator_returnvalue)
388         {
389                 // mutator prevents resetting teams+score
390         }
391         else
392         {
393                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
394                 this.frags = FRAGS_SPECTATOR;
395         }
396         if (CS(this).just_joined)
397                 CS(this).just_joined = false;
398 }
399
400 int player_getspecies(entity this)
401 {
402         get_model_parameters(this.model, this.skin);
403         int s = get_model_parameters_species;
404         get_model_parameters(string_null, 0);
405         if (s < 0) return SPECIES_HUMAN;
406         return s;
407 }
408
409 .float model_randomizer;
410 void FixPlayermodel(entity player)
411 {
412         string defaultmodel = "";
413         int defaultskin = 0;
414         if(autocvar_sv_defaultcharacter)
415         {
416                 if(teamplay)
417                 {
418                         switch(player.team)
419                         {
420                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
421                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
422                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
423                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
424                         }
425                 }
426
427                 if(defaultmodel == "")
428                 {
429                         defaultmodel = autocvar_sv_defaultplayermodel;
430                         defaultskin = autocvar_sv_defaultplayerskin;
431                 }
432
433                 int n = tokenize_console(defaultmodel);
434                 if(n > 0)
435                 {
436                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
437                         // However, do NOT randomize if the player-selected model is in the list.
438                         for (int i = 0; i < n; ++i)
439                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
440                                         defaultmodel = argv(i);
441                 }
442
443                 int i = strstrofs(defaultmodel, ":", 0);
444                 if(i >= 0)
445                 {
446                         defaultskin = stof(substring(defaultmodel, i+1, -1));
447                         defaultmodel = substring(defaultmodel, 0, i);
448                 }
449         }
450         if(autocvar_sv_defaultcharacterskin && !defaultskin)
451         {
452                 if(teamplay)
453                 {
454                         switch(player.team)
455                         {
456                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
457                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
458                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
459                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
460                         }
461                 }
462
463                 if(!defaultskin)
464                         defaultskin = autocvar_sv_defaultplayerskin;
465         }
466
467         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
468         defaultmodel = M_ARGV(0, string);
469         defaultskin = M_ARGV(1, int);
470
471         bool chmdl = false;
472         int oldskin;
473         if(defaultmodel != "")
474         {
475                 if (defaultmodel != player.model)
476                 {
477                         vector m1 = player.mins;
478                         vector m2 = player.maxs;
479                         setplayermodel (player, defaultmodel);
480                         setsize (player, m1, m2);
481                         chmdl = true;
482                 }
483
484                 oldskin = player.skin;
485                 player.skin = defaultskin;
486         } else {
487                 if (player.playermodel != player.model || player.playermodel == "")
488                 {
489                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
490                         vector m1 = player.mins;
491                         vector m2 = player.maxs;
492                         setplayermodel (player, player.playermodel);
493                         setsize (player, m1, m2);
494                         chmdl = true;
495                 }
496
497                 if(!autocvar_sv_defaultcharacterskin)
498                 {
499                         oldskin = player.skin;
500                         player.skin = stof(player.playerskin);
501                 }
502                 else
503                 {
504                         oldskin = player.skin;
505                         player.skin = defaultskin;
506                 }
507         }
508
509         if(chmdl || oldskin != player.skin) // model or skin has changed
510         {
511                 player.species = player_getspecies(player); // update species
512                 if(!autocvar_g_debug_globalsounds)
513                         UpdatePlayerSounds(player); // update skin sounds
514         }
515
516         if(!teamplay)
517                 if(strlen(autocvar_sv_defaultplayercolors))
518                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
519                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
520 }
521
522 void PutPlayerInServer(entity this)
523 {
524         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
525
526         PlayerState_attach(this);
527         accuracy_resend(this);
528
529         if (this.team < 0)
530                 TeamBalance_JoinBestTeam(this);
531
532         entity spot = SelectSpawnPoint(this, false);
533         if (!spot) {
534                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
535                 return; // spawn failed
536         }
537
538         TRANSMUTE(Player, this);
539
540         CS(this).wasplayer = true;
541         this.iscreature = true;
542         this.teleportable = TELEPORT_NORMAL;
543         if(!this.damagedbycontents)
544                 IL_PUSH(g_damagedbycontents, this);
545         this.damagedbycontents = true;
546         set_movetype(this, MOVETYPE_WALK);
547         this.solid = SOLID_SLIDEBOX;
548         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
549         if (autocvar_g_playerclip_collisions)
550                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
551         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
552                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
553         this.frags = FRAGS_PLAYER;
554         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
555         this.flags = FL_CLIENT | FL_PICKUPITEMS;
556         if (autocvar__notarget)
557                 this.flags |= FL_NOTARGET;
558         this.takedamage = DAMAGE_AIM;
559         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
560
561         if (warmup_stage) {
562                 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
563                 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
564                 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
565                 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
566                 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
567                 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
568                 SetResource(this, RES_HEALTH, warmup_start_health);
569                 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
570                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
571         } else {
572                 SetResource(this, RES_SHELLS, start_ammo_shells);
573                 SetResource(this, RES_BULLETS, start_ammo_nails);
574                 SetResource(this, RES_ROCKETS, start_ammo_rockets);
575                 SetResource(this, RES_CELLS, start_ammo_cells);
576                 SetResource(this, RES_PLASMA, start_ammo_plasma);
577                 SetResource(this, RES_FUEL, start_ammo_fuel);
578                 SetResource(this, RES_HEALTH, start_health);
579                 SetResource(this, RES_ARMOR, start_armorvalue);
580                 STAT(WEAPONS, this) = start_weapons;
581                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
582                 {
583                         GiveRandomWeapons(this, random_start_weapons_count,
584                                 autocvar_g_random_start_weapons, random_start_ammo);
585                 }
586         }
587         SetSpectatee_status(this, 0);
588
589         PS(this).dual_weapons = '0 0 0';
590
591         this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
592
593         this.items = start_items;
594
595         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
596         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
597         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
598         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
599         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
600         if (!sv_ready_restart_after_countdown && time < game_starttime)
601         {
602                 float f = game_starttime - time;
603                 this.spawnshieldtime += f;
604                 this.pauserotarmor_finished += f;
605                 this.pauserothealth_finished += f;
606                 this.pauseregen_finished += f;
607         }
608
609         this.damageforcescale = autocvar_g_player_damageforcescale;
610         this.death_time = 0;
611         this.respawn_flags = 0;
612         this.respawn_time = 0;
613         STAT(RESPAWN_TIME, this) = 0;
614         bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
615         this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
616         this.fade_time = 0;
617         this.pain_frame = 0;
618         this.pain_finished = 0;
619         this.pushltime = 0;
620         setthink(this, func_null); // players have no think function
621         this.nextthink = 0;
622         this.dmg_team = 0;
623         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
624
625         this.deadflag = DEAD_NO;
626
627         this.angles = spot.angles;
628         this.angles_z = 0; // never spawn tilted even if the spot says to
629         if (IS_BOT_CLIENT(this))
630         {
631                 this.v_angle = this.angles;
632                 bot_aim_reset(this);
633         }
634         this.fixangle = true; // turn this way immediately
635         this.oldvelocity = this.velocity = '0 0 0';
636         this.avelocity = '0 0 0';
637         this.punchangle = '0 0 0';
638         this.punchvector = '0 0 0';
639
640         this.strength_finished = 0;
641         this.invincible_finished = 0;
642         this.fire_endtime = -1;
643         STAT(REVIVE_PROGRESS, this) = 0;
644         this.revival_time = 0;
645
646         // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
647         STAT(BUFFS, this) = 0;
648         STAT(BUFF_TIME, this) = 0;
649
650         this.air_finished = time + 12;
651         this.waterlevel = WATERLEVEL_NONE;
652         this.watertype = CONTENT_EMPTY;
653
654         entity spawnevent = new_pure(spawnevent);
655         spawnevent.owner = this;
656         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
657
658         // Cut off any still running player sounds.
659         stopsound(this, CH_PLAYER_SINGLE);
660
661         this.model = "";
662         FixPlayermodel(this);
663         this.drawonlytoclient = NULL;
664
665         this.viewloc = NULL;
666
667         for(int slot = 0; slot < MAX_AXH; ++slot)
668         {
669                 entity axh = this.(AuxiliaryXhair[slot]);
670                 this.(AuxiliaryXhair[slot]) = NULL;
671
672                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
673                         delete(axh);
674         }
675
676         this.spawnpoint_targ = NULL;
677
678         this.crouch = false;
679         this.view_ofs = STAT(PL_VIEW_OFS, this);
680         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
681         this.spawnorigin = spot.origin;
682         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
683         // don't reset back to last position, even if new position is stuck in solid
684         this.oldorigin = this.origin;
685         if(this.conveyor)
686                 IL_REMOVE(g_conveyed, this);
687         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
688         if(this.swampslug)
689                 delete(this.swampslug);
690         this.in_swamp = false;
691         STAT(HUD, this) = HUD_NORMAL;
692
693         this.event_damage = PlayerDamage;
694         this.event_heal = PlayerHeal;
695
696         this.draggable = func_null;
697
698         if(!this.bot_attack)
699                 IL_PUSH(g_bot_targets, this);
700         this.bot_attack = true;
701         if(!this.monster_attack)
702                 IL_PUSH(g_monster_targets, this);
703         this.monster_attack = true;
704         navigation_dynamicgoal_init(this, false);
705
706         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
707
708         // player was spectator
709         if (CS(this).killcount == FRAGS_SPECTATOR) {
710                 PlayerScore_Clear(this);
711                 CS(this).killcount = 0;
712                 CS(this).startplaytime = time;
713         }
714
715         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
716         {
717                 .entity weaponentity = weaponentities[slot];
718                 CL_SpawnWeaponentity(this, weaponentity);
719         }
720         this.alpha = default_player_alpha;
721         this.colormod = '1 1 1' * autocvar_g_player_brightness;
722         this.exteriorweaponentity.alpha = default_weapon_alpha;
723
724         this.speedrunning = false;
725
726         this.counter_cnt = 0;
727         this.fragsfilter_cnt = 0;
728
729         target_voicescript_clear(this);
730
731         // reset fields the weapons may use
732         FOREACH(Weapons, true, {
733                 it.wr_resetplayer(it, this);
734                         // reload all reloadable weapons
735                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
736                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
737                         {
738                                 .entity weaponentity = weaponentities[slot];
739                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
740                         }
741                 }
742         });
743
744         {
745                 string s = spot.target;
746                 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
747                         spot.target = string_null;
748                 SUB_UseTargets(spot, this, NULL);
749                 if(g_assault || g_race)
750                         spot.target = s;
751         }
752
753         Unfreeze(this, false);
754
755         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
756
757         if (autocvar_spawn_debug)
758         {
759                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
760                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
761         }
762
763         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
764         {
765                 .entity weaponentity = weaponentities[slot];
766                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
767                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
768                 else
769                         this.(weaponentity).m_switchweapon = WEP_Null;
770                 this.(weaponentity).m_weapon = WEP_Null;
771                 this.(weaponentity).weaponname = "";
772                 this.(weaponentity).m_switchingweapon = WEP_Null;
773                 this.(weaponentity).cnt = -1;
774         }
775
776         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
777
778         if (CS(this).impulse) ImpulseCommands(this);
779
780         W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
781         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
782         {
783                 .entity weaponentity = weaponentities[slot];
784                 W_WeaponFrame(this, weaponentity);
785         }
786
787         if (!warmup_stage && !this.alivetime)
788                 this.alivetime = time;
789
790         antilag_clear(this, CS(this));
791 }
792
793 /** Called when a client spawns in the server */
794 void PutClientInServer(entity this)
795 {
796         if (IS_BOT_CLIENT(this)) {
797                 TRANSMUTE(Player, this);
798         } else if (IS_REAL_CLIENT(this)) {
799                 msg_entity = this;
800                 WriteByte(MSG_ONE, SVC_SETVIEW);
801                 WriteEntity(MSG_ONE, this);
802         }
803         if (game_stopped)
804                 TRANSMUTE(Observer, this);
805
806         SetSpectatee(this, NULL);
807
808         // reset player keys
809         if(PS(this))
810                 PS(this).itemkeys = 0;
811
812         MUTATOR_CALLHOOK(PutClientInServer, this);
813
814         if (IS_OBSERVER(this)) {
815                 PutObserverInServer(this);
816         } else if (IS_PLAYER(this)) {
817                 PutPlayerInServer(this);
818         }
819 }
820
821 // TODO do we need all these fields, or should we stop autodetecting runtime
822 // changes and just have a console command to update this?
823 bool ClientInit_SendEntity(entity this, entity to, int sf)
824 {
825         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
826         return = true;
827         msg_entity = to;
828         // MSG_INIT replacement
829         // TODO: make easier to use
830         Registry_send_all();
831         W_PROP_reload(MSG_ONE, to);
832         ClientInit_misc(this);
833         MUTATOR_CALLHOOK(Ent_Init);
834 }
835 void ClientInit_misc(entity this)
836 {
837         int channel = MSG_ONE;
838         WriteHeader(channel, ENT_CLIENT_INIT);
839         WriteByte(channel, g_nexball_meter_period * 32);
840         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
841         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
842         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
843         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
844         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
845         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
846         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
847         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
848
849         if(sv_foginterval && world.fog != "")
850                 WriteString(channel, world.fog);
851         else
852                 WriteString(channel, "");
853         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
854         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
855         WriteByte(channel, serverflags);
856         WriteCoord(channel, autocvar_g_trueaim_minrange);
857 }
858
859 void ClientInit_CheckUpdate(entity this)
860 {
861         this.nextthink = time;
862         if(this.count != autocvar_g_balance_armor_blockpercent)
863         {
864                 this.count = autocvar_g_balance_armor_blockpercent;
865                 this.SendFlags |= 1;
866         }
867         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
868         {
869                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
870                 this.SendFlags |= 1;
871         }
872 }
873
874 void ClientInit_Spawn()
875 {
876         entity e = new_pure(clientinit);
877         setthink(e, ClientInit_CheckUpdate);
878         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
879
880         ClientInit_CheckUpdate(e);
881 }
882
883 /*
884 =============
885 SetNewParms
886 =============
887 */
888 void SetNewParms ()
889 {
890         // initialize parms for a new player
891         parm1 = -(86400 * 366);
892
893         MUTATOR_CALLHOOK(SetNewParms);
894 }
895
896 /*
897 =============
898 SetChangeParms
899 =============
900 */
901 void SetChangeParms (entity this)
902 {
903         // save parms for level change
904         parm1 = CS(this).parm_idlesince - time;
905
906         MUTATOR_CALLHOOK(SetChangeParms);
907 }
908
909 /*
910 =============
911 DecodeLevelParms
912 =============
913 */
914 void DecodeLevelParms(entity this)
915 {
916         // load parms
917         CS(this).parm_idlesince = parm1;
918         if (CS(this).parm_idlesince == -(86400 * 366))
919                 CS(this).parm_idlesince = time;
920
921         // whatever happens, allow 60 seconds of idling directly after connect for map loading
922         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
923
924         MUTATOR_CALLHOOK(DecodeLevelParms);
925 }
926
927 void FixClientCvars(entity e)
928 {
929         // send prediction settings to the client
930         stuffcmd(e, "\nin_bindmap 0 0\n");
931         if(autocvar_g_antilag == 3) // client side hitscan
932                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
933         if(autocvar_sv_gentle)
934                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
935
936         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
937         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
938
939         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
940
941         MUTATOR_CALLHOOK(FixClientCvars, e);
942 }
943
944 bool findinlist_abbrev(string tofind, string list)
945 {
946         if(list == "" || tofind == "")
947                 return false; // empty list or search, just return
948
949         // this function allows abbreviated strings!
950         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
951         {
952                 return true;
953         });
954
955         return false;
956 }
957
958 bool PlayerInIPList(entity p, string iplist)
959 {
960         // some safety checks (never allow local?)
961         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
962                 return false;
963
964         return findinlist_abbrev(p.netaddress, iplist);
965 }
966
967 bool PlayerInIDList(entity p, string idlist)
968 {
969         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
970         if(!p.crypto_idfp)
971                 return false;
972
973         return findinlist_abbrev(p.crypto_idfp, idlist);
974 }
975
976 bool PlayerInList(entity player, string list)
977 {
978         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
979 }
980
981 #ifdef DP_EXT_PRECONNECT
982 /*
983 =============
984 ClientPreConnect
985
986 Called once (not at each match start) when a client begins a connection to the server
987 =============
988 */
989 void ClientPreConnect(entity this)
990 {
991         if(autocvar_sv_eventlog)
992         {
993                 GameLogEcho(sprintf(":connect:%d:%d:%s",
994                         this.playerid,
995                         etof(this),
996                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
997                 ));
998         }
999 }
1000 #endif
1001
1002 string GetClientVersionMessage(entity this)
1003 {
1004         if (CS(this).version_mismatch) {
1005                 if(CS(this).version < autocvar_gameversion) {
1006                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1007                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1008                 } else {
1009                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1010                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1011                 }
1012         } else {
1013                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1014         }
1015 }
1016
1017 string getwelcomemessage(entity this)
1018 {
1019         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1020         string modifications = M_ARGV(0, string);
1021
1022         if(g_weaponarena)
1023         {
1024                 if(g_weaponarena_random)
1025                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1026                 else
1027                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1028         }
1029         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1030                 modifications = strcat(modifications, ", No start weapons");
1031         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1032                 modifications = strcat(modifications, ", Low gravity");
1033         if(g_weapon_stay && !g_cts)
1034                 modifications = strcat(modifications, ", Weapons stay");
1035         if(g_jetpack)
1036                 modifications = strcat(modifications, ", Jet pack");
1037         if(autocvar_g_powerups == 0)
1038                 modifications = strcat(modifications, ", No powerups");
1039         if(autocvar_g_powerups > 0)
1040                 modifications = strcat(modifications, ", Powerups");
1041         modifications = substring(modifications, 2, strlen(modifications) - 2);
1042
1043         string versionmessage = GetClientVersionMessage(this);
1044         string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1045
1046         if(modifications != "")
1047                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1048
1049         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1050         {
1051                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1052                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1053         }
1054
1055         if (cache_mutatormsg != "") {
1056                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1057         }
1058
1059         string mutator_msg = "";
1060         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1061         mutator_msg = M_ARGV(0, string);
1062
1063         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1064
1065         string motd = autocvar_sv_motd;
1066         if (motd != "") {
1067                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1068         }
1069         return s;
1070 }
1071
1072 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1073
1074 /**
1075 =============
1076 ClientConnect
1077
1078 Called when a client connects to the server
1079 =============
1080 */
1081 void ClientConnect(entity this)
1082 {
1083         if (Ban_MaybeEnforceBanOnce(this)) return;
1084         assert(!IS_CLIENT(this), return);
1085         this.flags |= FL_CLIENT;
1086         assert(player_count >= 0, player_count = 0);
1087
1088 #ifdef WATERMARK
1089         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1090 #endif
1091         TRANSMUTE(Client, this);
1092         CS(this).version_nagtime = time + 10 + random() * 10;
1093
1094         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1095
1096         bot_clientconnect(this);
1097
1098         Player_DetermineForcedTeam(this);
1099
1100         TRANSMUTE(Observer, this);
1101
1102         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1103
1104         // always track bots, don't ask for cl_allow_uidtracking
1105         if (IS_BOT_CLIENT(this))
1106                 PlayerStats_GameReport_AddPlayer(this);
1107         else
1108                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1109
1110         if (autocvar_sv_eventlog)
1111                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1112
1113         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1114
1115         stuffcmd(this, clientstuff, "\n");
1116         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1117
1118         FixClientCvars(this);
1119
1120         // get version info from player
1121         stuffcmd(this, "cmd clientversion $gameversion\n");
1122
1123         // notify about available teams
1124         if (teamplay)
1125         {
1126                 entity balance = TeamBalance_CheckAllowedTeams(this);
1127                 int t = TeamBalance_GetAllowedTeams(balance);
1128                 TeamBalance_Destroy(balance);
1129                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1130         }
1131         else
1132         {
1133                 stuffcmd(this, "set _teams_available 0\n");
1134         }
1135
1136         bot_relinkplayerlist();
1137
1138         CS(this).spectatortime = time;
1139         if (blockSpectators)
1140         {
1141                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1142         }
1143
1144         CS(this).jointime = time;
1145
1146         if (IS_REAL_CLIENT(this))
1147         {
1148                 if (g_weaponarena_weapons == WEPSET(TUBA))
1149                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1150         }
1151
1152         if (!sv_foginterval && world.fog != "")
1153                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1154
1155         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1156                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1157                         send_CSQC_teamnagger();
1158
1159         CSQCMODEL_AUTOINIT(this);
1160
1161         CS(this).model_randomizer = random();
1162
1163         if (IS_REAL_CLIENT(this))
1164                 sv_notice_join(this);
1165
1166         this.move_qcphysics = autocvar_sv_qcphysics;
1167
1168         // update physics stats (players can spawn before physics runs)
1169         Physics_UpdateStats(this);
1170
1171         IL_EACH(g_initforplayer, it.init_for_player, {
1172                 it.init_for_player(it, this);
1173         });
1174
1175         Handicap_Initialize(this);
1176
1177         MUTATOR_CALLHOOK(ClientConnect, this);
1178
1179         if (IS_REAL_CLIENT(this))
1180         {
1181                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1182                 {
1183                         CS(this).motd_actived_time = -1;
1184                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1185                 }
1186         }
1187 }
1188 /*
1189 =============
1190 ClientDisconnect
1191
1192 Called when a client disconnects from the server
1193 =============
1194 */
1195 .entity chatbubbleentity;
1196 void ClientDisconnect(entity this)
1197 {
1198         assert(IS_CLIENT(this), return);
1199
1200         PlayerStats_GameReport_FinalizePlayer(this);
1201         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1202         if (CS(this).active_minigame) part_minigame(this);
1203         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1204
1205         if (autocvar_sv_eventlog)
1206                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1207
1208         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1209
1210         if(IS_SPEC(this))
1211                 SetSpectatee(this, NULL);
1212
1213     MUTATOR_CALLHOOK(ClientDisconnect, this);
1214
1215         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1216         strfree(CS(this).weaponorder_byimpulse);
1217         ClientState_detach(this);
1218
1219         Portal_ClearAll(this);
1220
1221         Unfreeze(this, false);
1222
1223         RemoveGrapplingHooks(this);
1224
1225         // Here, everything has been done that requires this player to be a client.
1226
1227         this.flags &= ~FL_CLIENT;
1228
1229         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1230         if (this.killindicator) delete(this.killindicator);
1231
1232         WaypointSprite_PlayerGone(this);
1233
1234         bot_relinkplayerlist();
1235
1236         strfree(this.clientstatus);
1237         if (this.personal) delete(this.personal);
1238
1239         this.playerid = 0;
1240         ReadyCount();
1241         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1242
1243         ONREMOVE(this);
1244 }
1245
1246 void ChatBubbleThink(entity this)
1247 {
1248         this.nextthink = time;
1249         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1250         {
1251                 if(this.owner) // but why can that ever be NULL?
1252                         this.owner.chatbubbleentity = NULL;
1253                 delete(this);
1254                 return;
1255         }
1256
1257         this.mdl = "";
1258
1259         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1260         {
1261                 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1262                         this.mdl = "models/sprites/minigame_busy.iqm";
1263                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1264                         this.mdl = "models/misc/chatbubble.spr";
1265         }
1266
1267         if ( this.model != this.mdl )
1268                 _setmodel(this, this.mdl);
1269
1270 }
1271
1272 void UpdateChatBubble(entity this)
1273 {
1274         if (this.alpha < 0)
1275                 return;
1276         // spawn a chatbubble entity if needed
1277         if (!this.chatbubbleentity)
1278         {
1279                 this.chatbubbleentity = new(chatbubbleentity);
1280                 this.chatbubbleentity.owner = this;
1281                 this.chatbubbleentity.exteriormodeltoclient = this;
1282                 setthink(this.chatbubbleentity, ChatBubbleThink);
1283                 this.chatbubbleentity.nextthink = time;
1284                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1285                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1286                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1287                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1288                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1289                 //this.chatbubbleentity.model = "";
1290                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1291         }
1292 }
1293
1294
1295 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1296 // added to the model skins
1297 /*void UpdateColorModHack()
1298 {
1299         float c;
1300         c = this.clientcolors & 15;
1301         // LordHavoc: only bothering to support white, green, red, yellow, blue
1302              if (!teamplay) this.colormod = '0 0 0';
1303         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1304         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1305         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1306         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1307         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1308         else this.colormod = '1 1 1';
1309 }*/
1310
1311 void respawn(entity this)
1312 {
1313         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1314         {
1315                 this.solid = SOLID_NOT;
1316                 this.takedamage = DAMAGE_NO;
1317                 set_movetype(this, MOVETYPE_FLY);
1318                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1319                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1320                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1321                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1322                 if(autocvar_g_respawn_ghosts_maxtime)
1323                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1324         }
1325
1326         CopyBody(this, 1);
1327
1328         this.effects |= EF_NODRAW; // prevent another CopyBody
1329         PutClientInServer(this);
1330 }
1331
1332 ERASEABLE
1333 void PrintToChat(entity client, string text)
1334 {
1335         text = strcat("\{1}^7", text, "\n");
1336         sprint(client, text);
1337 }
1338
1339 ERASEABLE
1340 void DebugPrintToChat(entity client, string text)
1341 {
1342         if (autocvar_developer > 0)
1343         {
1344                 PrintToChat(client, text);
1345         }
1346 }
1347
1348 ERASEABLE
1349 void PrintToChatAll(string text)
1350 {
1351         text = strcat("\{1}^7", text, "\n");
1352         bprint(text);
1353 }
1354
1355 ERASEABLE
1356 void DebugPrintToChatAll(string text)
1357 {
1358         if (autocvar_developer > 0)
1359         {
1360                 PrintToChatAll(text);
1361         }
1362 }
1363
1364 ERASEABLE
1365 void PrintToChatTeam(int team_num, string text)
1366 {
1367         text = strcat("\{1}^7", text, "\n");
1368         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1369         {
1370                 if (it.team == team_num)
1371                 {
1372                         sprint(it, text);
1373                 }
1374         });
1375 }
1376
1377 ERASEABLE
1378 void DebugPrintToChatTeam(int team_num, string text)
1379 {
1380         if (autocvar_developer > 0)
1381         {
1382                 PrintToChatTeam(team_num, text);
1383         }
1384 }
1385
1386 void play_countdown(entity this, float finished, Sound samp)
1387 {
1388         TC(Sound, samp);
1389         if(IS_REAL_CLIENT(this))
1390                 if(floor(finished - time - frametime) != floor(finished - time))
1391                         if(finished - time < 6)
1392                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1393 }
1394
1395 void player_powerups(entity this)
1396 {
1397         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1398         int items_prev = this.items;
1399
1400         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1401                 this.modelflags |= MF_ROCKET;
1402         else
1403                 this.modelflags &= ~MF_ROCKET;
1404
1405         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1406
1407         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1408                 return;
1409
1410         Fire_ApplyDamage(this);
1411         Fire_ApplyEffect(this);
1412
1413         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1414         {
1415                 if (this.items & ITEM_Strength.m_itemid)
1416                 {
1417                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1418                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1419                         if (time > this.strength_finished)
1420                         {
1421                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1422                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1423                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1424                         }
1425                 }
1426                 else
1427                 {
1428                         if (time < this.strength_finished)
1429                         {
1430                                 this.items = this.items | ITEM_Strength.m_itemid;
1431                                 if(!g_cts)
1432                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1433                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1434                         }
1435                 }
1436                 if (this.items & ITEM_Shield.m_itemid)
1437                 {
1438                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1439                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1440                         if (time > this.invincible_finished)
1441                         {
1442                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1443                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1444                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1445                         }
1446                 }
1447                 else
1448                 {
1449                         if (time < this.invincible_finished)
1450                         {
1451                                 this.items = this.items | ITEM_Shield.m_itemid;
1452                                 if(!g_cts)
1453                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1454                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1455                         }
1456                 }
1457                 if (this.items & IT_SUPERWEAPON)
1458                 {
1459                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1460                         {
1461                                 this.superweapons_finished = 0;
1462                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1463                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1464                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1465                         }
1466                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1467                         {
1468                                 // don't let them run out
1469                         }
1470                         else
1471                         {
1472                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1473                                 if (time > this.superweapons_finished)
1474                                 {
1475                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1476                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1477                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1478                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1479                                 }
1480                         }
1481                 }
1482                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1483                 {
1484                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1485                         {
1486                                 this.items = this.items | IT_SUPERWEAPON;
1487                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1488                                 {
1489                                         if(!g_cts)
1490                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1491                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1492                                 }
1493                         }
1494                         else
1495                         {
1496                                 this.superweapons_finished = 0;
1497                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1498                         }
1499                 }
1500                 else
1501                 {
1502                         this.superweapons_finished = 0;
1503                 }
1504         }
1505
1506         if(autocvar_g_nodepthtestplayers)
1507                 this.effects = this.effects | EF_NODEPTHTEST;
1508
1509         if(autocvar_g_fullbrightplayers)
1510                 this.effects = this.effects | EF_FULLBRIGHT;
1511
1512         if (time >= game_starttime)
1513         if (time < this.spawnshieldtime)
1514                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1515
1516         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1517 }
1518
1519 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1520 {
1521         if(current > stable)
1522                 return current;
1523         else if(current > stable - 0.25) // when close enough, "snap"
1524                 return stable;
1525         else
1526                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1527 }
1528
1529 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1530 {
1531         if(current < stable)
1532                 return current;
1533         else if(current < stable + 0.25) // when close enough, "snap"
1534                 return stable;
1535         else
1536                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1537 }
1538
1539 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1540 {
1541         if(current > rotstable)
1542         {
1543                 if(rotframetime > 0)
1544                 {
1545                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1546                         current = max(rotstable, current - rotlinear * rotframetime);
1547                 }
1548         }
1549         else if(current < regenstable)
1550         {
1551                 if(regenframetime > 0)
1552                 {
1553                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1554                         current = min(regenstable, current + regenlinear * regenframetime);
1555                 }
1556         }
1557
1558         if(current > limit)
1559                 current = limit;
1560
1561         return current;
1562 }
1563
1564 void player_regen(entity this)
1565 {
1566         float max_mod, regen_mod, rot_mod, limit_mod;
1567         max_mod = regen_mod = rot_mod = limit_mod = 1;
1568
1569         float regen_health = autocvar_g_balance_health_regen;
1570         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1571         float regen_health_rot = autocvar_g_balance_health_rot;
1572         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1573         float regen_health_stable = autocvar_g_balance_health_regenstable;
1574         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1575         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1576                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1577         max_mod = M_ARGV(1, float);
1578         regen_mod = M_ARGV(2, float);
1579         rot_mod = M_ARGV(3, float);
1580         limit_mod = M_ARGV(4, float);
1581         regen_health = M_ARGV(5, float);
1582         regen_health_linear = M_ARGV(6, float);
1583         regen_health_rot = M_ARGV(7, float);
1584         regen_health_rotlinear = M_ARGV(8, float);
1585         regen_health_stable = M_ARGV(9, float);
1586         regen_health_rotstable = M_ARGV(10, float);
1587
1588         if(!mutator_returnvalue)
1589         if(!STAT(FROZEN, this))
1590         {
1591                 float mina, maxa, limith, limita;
1592                 maxa = autocvar_g_balance_armor_rotstable;
1593                 mina = autocvar_g_balance_armor_regenstable;
1594                 limith = GetResourceLimit(this, RES_HEALTH);
1595                 limita = GetResourceLimit(this, RES_ARMOR);
1596
1597                 regen_health_rotstable = regen_health_rotstable * max_mod;
1598                 regen_health_stable = regen_health_stable * max_mod;
1599                 limith = limith * limit_mod;
1600                 limita = limita * limit_mod;
1601
1602                 SetResource(this, RES_ARMOR, CalcRotRegen(GetResource(this, RES_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
1603                                                                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1604                                                                         rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1605                 SetResource(this, RES_HEALTH, CalcRotRegen(GetResource(this, RES_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1606                                                                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1607                                                                         rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1608         }
1609
1610         // if player rotted to death...  die!
1611         // check this outside above checks, as player may still be able to rot to death
1612         if(GetResource(this, RES_HEALTH) < 1)
1613         {
1614                 if(this.vehicle)
1615                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1616                 if(this.event_damage)
1617                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1618         }
1619
1620         if (!(this.items & IT_UNLIMITED_AMMO))
1621         {
1622                 float minf, maxf, limitf;
1623
1624                 maxf = autocvar_g_balance_fuel_rotstable;
1625                 minf = autocvar_g_balance_fuel_regenstable;
1626                 limitf = GetResourceLimit(this, RES_FUEL);
1627
1628                 SetResource(this, RES_FUEL, CalcRotRegen(GetResource(this, RES_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
1629                                                                                 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1630                                                                                 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1631         }
1632 }
1633
1634 bool zoomstate_set;
1635 void SetZoomState(entity this, float newzoom)
1636 {
1637         if(newzoom != CS(this).zoomstate)
1638         {
1639                 CS(this).zoomstate = newzoom;
1640                 ClientData_Touch(this);
1641         }
1642         zoomstate_set = true;
1643 }
1644
1645 void GetPressedKeys(entity this)
1646 {
1647         MUTATOR_CALLHOOK(GetPressedKeys, this);
1648         int keys = STAT(PRESSED_KEYS, this);
1649         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1650         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1651         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1652         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1653
1654         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1655         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
1656         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1657         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1658         CS(this).pressedkeys = keys; // store for other users
1659
1660         STAT(PRESSED_KEYS, this) = keys;
1661 }
1662
1663 /*
1664 ======================
1665 spectate mode routines
1666 ======================
1667 */
1668
1669 void SpectateCopy(entity this, entity spectatee)
1670 {
1671         TC(Client, this); TC(Client, spectatee);
1672
1673         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1674         PS(this) = PS(spectatee);
1675         this.armortype = spectatee.armortype;
1676         SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1677         SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1678         SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1679         SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1680         SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1681         SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1682         SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1683         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1684         SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1685         CS(this).impulse = 0;
1686         this.disableclientprediction = 1; // no need to run prediction on a spectator
1687         this.items = spectatee.items;
1688         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1689         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1690         this.strength_finished = spectatee.strength_finished;
1691         this.invincible_finished = spectatee.invincible_finished;
1692         this.superweapons_finished = spectatee.superweapons_finished;
1693         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1694         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1695         this.punchangle = spectatee.punchangle;
1696         this.view_ofs = spectatee.view_ofs;
1697         this.velocity = spectatee.velocity;
1698         this.dmg_take = spectatee.dmg_take;
1699         this.dmg_save = spectatee.dmg_save;
1700         this.dmg_inflictor = spectatee.dmg_inflictor;
1701         this.v_angle = spectatee.v_angle;
1702         this.angles = spectatee.v_angle;
1703         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1704         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1705         this.viewloc = spectatee.viewloc;
1706         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1707                 this.fixangle = true;
1708         setorigin(this, spectatee.origin);
1709         setsize(this, spectatee.mins, spectatee.maxs);
1710         SetZoomState(this, CS(spectatee).zoomstate);
1711
1712     anticheat_spectatecopy(this, spectatee);
1713         STAT(HUD, this) = STAT(HUD, spectatee);
1714         if(spectatee.vehicle)
1715     {
1716         this.angles = spectatee.v_angle;
1717
1718         //this.fixangle = false;
1719         //this.velocity = spectatee.vehicle.velocity;
1720         this.vehicle_health = spectatee.vehicle_health;
1721         this.vehicle_shield = spectatee.vehicle_shield;
1722         this.vehicle_energy = spectatee.vehicle_energy;
1723         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1724         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1725         this.vehicle_reload1 = spectatee.vehicle_reload1;
1726         this.vehicle_reload2 = spectatee.vehicle_reload2;
1727
1728         //msg_entity = this;
1729
1730        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1731             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1732            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1733            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1734
1735         //WriteByte (MSG_ONE, SVC_SETVIEW);
1736         //    WriteEntity(MSG_ONE, this);
1737         //makevectors(spectatee.v_angle);
1738         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1739     }
1740 }
1741
1742 bool SpectateUpdate(entity this)
1743 {
1744         if(!this.enemy)
1745                 return false;
1746
1747         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1748         {
1749                 SetSpectatee(this, NULL);
1750                 return false;
1751         }
1752
1753         SpectateCopy(this, this.enemy);
1754
1755         return true;
1756 }
1757
1758 bool SpectateSet(entity this)
1759 {
1760         if(!IS_PLAYER(this.enemy))
1761                 return false;
1762
1763         ClientData_Touch(this.enemy);
1764
1765         msg_entity = this;
1766         WriteByte(MSG_ONE, SVC_SETVIEW);
1767         WriteEntity(MSG_ONE, this.enemy);
1768         set_movetype(this, MOVETYPE_NONE);
1769         accuracy_resend(this);
1770
1771         if(!SpectateUpdate(this))
1772                 PutObserverInServer(this);
1773
1774         return true;
1775 }
1776
1777 void SetSpectatee_status(entity this, int spectatee_num)
1778 {
1779         int oldspectatee_status = CS(this).spectatee_status;
1780         CS(this).spectatee_status = spectatee_num;
1781
1782         if (CS(this).spectatee_status != oldspectatee_status)
1783         {
1784                 ClientData_Touch(this);
1785                 if (g_race || g_cts) race_InitSpectator();
1786         }
1787 }
1788
1789 void SetSpectatee(entity this, entity spectatee)
1790 {
1791         if(IS_BOT_CLIENT(this))
1792                 return; // bots abuse .enemy, this code is useless to them
1793
1794         entity old_spectatee = this.enemy;
1795
1796         this.enemy = spectatee;
1797
1798         // WEAPONTODO
1799         // these are required to fix the spectator bug with arc
1800         if(old_spectatee)
1801         {
1802                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1803                 {
1804                         .entity weaponentity = weaponentities[slot];
1805                         if(old_spectatee.(weaponentity).arc_beam)
1806                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1807                 }
1808         }
1809         if(this.enemy)
1810         {
1811                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1812                 {
1813                         .entity weaponentity = weaponentities[slot];
1814                         if(this.enemy.(weaponentity).arc_beam)
1815                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1816                 }
1817         }
1818
1819         if (this.enemy)
1820                 SetSpectatee_status(this, etof(this.enemy));
1821
1822         // needed to update spectator list
1823         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1824 }
1825
1826 bool Spectate(entity this, entity pl)
1827 {
1828         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1829                 return false;
1830         pl = M_ARGV(1, entity);
1831
1832         SetSpectatee(this, pl);
1833         return SpectateSet(this);
1834 }
1835
1836 bool SpectateNext(entity this)
1837 {
1838         entity ent = find(this.enemy, classname, STR_PLAYER);
1839
1840         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1841                 ent = M_ARGV(1, entity);
1842         else if (!ent)
1843                 ent = find(ent, classname, STR_PLAYER);
1844
1845         if(ent) { SetSpectatee(this, ent); }
1846
1847         return SpectateSet(this);
1848 }
1849
1850 bool SpectatePrev(entity this)
1851 {
1852         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1853         entity ent = findchain(classname, STR_PLAYER);
1854         if (!ent) // no player
1855                 return false;
1856
1857         entity first = ent;
1858         // skip players until current spectated player
1859         if(this.enemy)
1860         while(ent && ent != this.enemy)
1861                 ent = ent.chain;
1862
1863         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1864         {
1865                 case MUT_SPECPREV_FOUND:
1866                     ent = M_ARGV(1, entity);
1867                     break;
1868                 case MUT_SPECPREV_RETURN:
1869                     return true;
1870                 case MUT_SPECPREV_CONTINUE:
1871                 default:
1872                 {
1873                         if(ent.chain)
1874                                 ent = ent.chain;
1875                         else
1876                                 ent = first;
1877                         break;
1878                 }
1879         }
1880
1881         SetSpectatee(this, ent);
1882         return SpectateSet(this);
1883 }
1884
1885 /*
1886 =============
1887 ShowRespawnCountdown()
1888
1889 Update a respawn countdown display.
1890 =============
1891 */
1892 void ShowRespawnCountdown(entity this)
1893 {
1894         float number;
1895         if(!IS_DEAD(this)) // just respawned?
1896                 return;
1897         else
1898         {
1899                 number = ceil(this.respawn_time - time);
1900                 if(number <= 0)
1901                         return;
1902                 if(number <= this.respawn_countdown)
1903                 {
1904                         this.respawn_countdown = number - 1;
1905                         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
1906                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1907                 }
1908         }
1909 }
1910
1911 .bool team_selected;
1912 bool ShowTeamSelection(entity this)
1913 {
1914         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1915                 return false;
1916         stuffcmd(this, "menu_showteamselect\n");
1917         return true;
1918 }
1919 void Join(entity this)
1920 {
1921         TRANSMUTE(Player, this);
1922
1923         if(!this.team_selected)
1924         if(autocvar_g_campaign || autocvar_g_balance_teams)
1925                 TeamBalance_JoinBestTeam(this);
1926
1927         if(autocvar_g_campaign)
1928                 campaign_bots_may_start = true;
1929
1930         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1931
1932         PutClientInServer(this);
1933
1934         if(IS_PLAYER(this))
1935         if(teamplay && this.team != -1)
1936         {
1937         }
1938         else
1939                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1940         this.team_selected = false;
1941 }
1942
1943 int GetPlayerLimit()
1944 {
1945         int player_limit = autocvar_g_maxplayers;
1946         MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1947         player_limit = M_ARGV(0, int);
1948         return player_limit;
1949 }
1950
1951 /**
1952  * Determines whether the player is allowed to join. This depends on cvar
1953  * g_maxplayers, if it isn't used this function always return true, otherwise
1954  * it checks whether the number of currently playing players exceeds g_maxplayers.
1955  * @return int number of free slots for players, 0 if none
1956  */
1957 int nJoinAllowed(entity this, entity ignore)
1958 {
1959         if(!ignore)
1960         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1961         // so report 0 free slots if restricted
1962         {
1963                 if(autocvar_g_forced_team_otherwise == "spectate")
1964                         return 0;
1965                 if(autocvar_g_forced_team_otherwise == "spectator")
1966                         return 0;
1967         }
1968
1969         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1970                 return 0; // forced spectators can never join
1971
1972         // TODO simplify this
1973         int totalClients = 0;
1974         int currentlyPlaying = 0;
1975         FOREACH_CLIENT(true, {
1976                 if(it != ignore)
1977                         ++totalClients;
1978                 if(IS_REAL_CLIENT(it))
1979                 if(IS_PLAYER(it) || it.caplayer)
1980                         ++currentlyPlaying;
1981         });
1982
1983         int player_limit = GetPlayerLimit();
1984
1985         float free_slots = 0;
1986         if (!player_limit)
1987                 free_slots = maxclients - totalClients;
1988         else if(currentlyPlaying < player_limit)
1989                 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1990
1991         static float join_prevent_msg_time = 0;
1992         if(this && ignore && !free_slots && time > join_prevent_msg_time)
1993         {
1994                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1995                 join_prevent_msg_time = time + 3;
1996         }
1997
1998         return free_slots;
1999 }
2000
2001 /**
2002  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2003  * g_maxplayers_spectator_blocktime seconds
2004  */
2005 void checkSpectatorBlock(entity this)
2006 {
2007         if(IS_SPEC(this) || IS_OBSERVER(this))
2008         if(!this.caplayer)
2009         if(IS_REAL_CLIENT(this))
2010         {
2011                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2012                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2013                         dropclient(this);
2014                 }
2015         }
2016 }
2017
2018 void PrintWelcomeMessage(entity this)
2019 {
2020         if(CS(this).motd_actived_time == 0)
2021         {
2022                 if (autocvar_g_campaign) {
2023                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2024                                 CS(this).motd_actived_time = time;
2025                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2026                         }
2027                 } else {
2028                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2029                                 CS(this).motd_actived_time = time;
2030                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2031                         }
2032                 }
2033         }
2034         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2035         {
2036                 if (autocvar_g_campaign) {
2037                         if (PHYS_INPUT_BUTTON_INFO(this))
2038                                 CS(this).motd_actived_time = time;
2039                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2040                                 CS(this).motd_actived_time = 0;
2041                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2042                         }
2043                 } else {
2044                         if (PHYS_INPUT_BUTTON_INFO(this))
2045                                 CS(this).motd_actived_time = time;
2046                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2047                                 CS(this).motd_actived_time = 0;
2048                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2049                         }
2050                 }
2051         }
2052         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2053         {
2054                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2055                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2056                 else if (CS(this).motd_actived_time == -2)
2057                 {
2058                         // instantly hide MOTD
2059                         CS(this).motd_actived_time = 0;
2060                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2061                 }
2062                 else if (IS_PLAYER(this) || IS_SPEC(this))
2063                 {
2064                         // FIXME occasionally for some reason MOTD never goes away
2065                         // delay MOTD removal a little bit in the hope it fixes this bug
2066                         if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2067                                 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2068                         else //if (CS(this).motd_actived_time < -2)
2069                                 CS(this).motd_actived_time++;
2070                 }
2071         }
2072 }
2073
2074 const int MIN_SPEC_TIME = 1;
2075 bool joinAllowed(entity this)
2076 {
2077         if (CS(this).version_mismatch) return false;
2078         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2079         if (!nJoinAllowed(this, this)) return false;
2080         if (teamplay && lockteams) return false;
2081         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2082         if (ShowTeamSelection(this)) return false;
2083         return true;
2084 }
2085
2086 .int items_added;
2087 .string shootfromfixedorigin;
2088 .bool dualwielding_prev;
2089 bool PlayerThink(entity this)
2090 {
2091         if (game_stopped || intermission_running) {
2092                 this.modelflags &= ~MF_ROCKET;
2093                 if(intermission_running)
2094                         IntermissionThink(this);
2095                 return false;
2096         }
2097
2098         if (timeout_status == TIMEOUT_ACTIVE) {
2099         // don't allow the player to turn around while game is paused
2100                 // FIXME turn this into CSQC stuff
2101                 this.v_angle = this.lastV_angle;
2102                 this.angles = this.lastV_angle;
2103                 this.fixangle = true;
2104         }
2105
2106         if (frametime) player_powerups(this);
2107
2108         if (IS_DEAD(this)) {
2109                 if (this.personal && g_race_qualifying) {
2110                         if (time > this.respawn_time) {
2111                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2112                                 respawn(this);
2113                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2114                         }
2115                 } else {
2116                         if (frametime) player_anim(this);
2117
2118                         if (this.respawn_flags & RESPAWN_DENY)
2119                         {
2120                                 STAT(RESPAWN_TIME, this) = 0;
2121                                 return false;
2122                         }
2123
2124                         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));
2125
2126                         switch(this.deadflag)
2127                         {
2128                                 case DEAD_DYING:
2129                                 {
2130                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2131                                                 this.deadflag = DEAD_RESPAWNING;
2132                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2133                                                 this.deadflag = DEAD_DEAD;
2134                                         break;
2135                                 }
2136                                 case DEAD_DEAD:
2137                                 {
2138                                         if (button_pressed)
2139                                                 this.deadflag = DEAD_RESPAWNABLE;
2140                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2141                                                 this.deadflag = DEAD_RESPAWNING;
2142                                         break;
2143                                 }
2144                                 case DEAD_RESPAWNABLE:
2145                                 {
2146                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2147                                                 this.deadflag = DEAD_RESPAWNING;
2148                                         break;
2149                                 }
2150                                 case DEAD_RESPAWNING:
2151                                 {
2152                                         if (time > this.respawn_time)
2153                                         {
2154                                                 this.respawn_time = time + 1; // only retry once a second
2155                                                 this.respawn_time_max = this.respawn_time;
2156                                                 respawn(this);
2157                                         }
2158                                         break;
2159                                 }
2160                         }
2161
2162                         ShowRespawnCountdown(this);
2163
2164                         if (this.respawn_flags & RESPAWN_SILENT)
2165                                 STAT(RESPAWN_TIME, this) = 0;
2166                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2167                         {
2168                                 if (time < this.respawn_time)
2169                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2170                                 else if (this.deadflag != DEAD_RESPAWNING)
2171                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2172                         }
2173                         else
2174                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2175                 }
2176
2177                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2178                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2179                         STAT(RESPAWN_TIME, this) *= -1;
2180
2181                 return false;
2182         }
2183
2184         FixPlayermodel(this);
2185
2186         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2187                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2188                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2189         }
2190
2191         // reset gun alignment when dual wielding status changes
2192         // to ensure guns are always aligned right and left
2193         bool dualwielding = W_DualWielding(this);
2194         if(this.dualwielding_prev != dualwielding)
2195         {
2196                 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2197                 this.dualwielding_prev = dualwielding;
2198         }
2199
2200         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2201         //if(frametime)
2202         {
2203                 this.items &= ~this.items_added;
2204
2205                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2206                 {
2207                         .entity weaponentity = weaponentities[slot];
2208                         if(WEP_CVAR(vortex, charge_always))
2209                                 W_Vortex_Charge(this, weaponentity, frametime);
2210                         W_WeaponFrame(this, weaponentity);
2211                 }
2212
2213                 this.items_added = 0;
2214                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
2215             this.items_added |= IT_FUEL;
2216
2217                 this.items |= this.items_added;
2218         }
2219
2220         if (frametime)
2221         {
2222                 // WEAPONTODO: Add a weapon request for this
2223                 // rot vortex charge to the charge limit
2224                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2225                 {
2226                         .entity weaponentity = weaponentities[slot];
2227                         if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2228                                 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2229                 }
2230
2231                 player_regen(this);
2232                 player_anim(this);
2233                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2234         }
2235
2236         secrets_setstatus(this);
2237         monsters_setstatus(this);
2238
2239         return true;
2240 }
2241
2242 .bool would_spectate;
2243 void ObserverThink(entity this)
2244 {
2245         if ( CS(this).impulse )
2246         {
2247                 MinigameImpulse(this, CS(this).impulse);
2248                 CS(this).impulse = 0;
2249         }
2250
2251         if (this.flags & FL_JUMPRELEASED) {
2252                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2253                         this.flags &= ~FL_JUMPRELEASED;
2254                         this.flags |= FL_SPAWNING;
2255                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2256                         this.flags &= ~FL_JUMPRELEASED;
2257                         if(SpectateNext(this)) {
2258                                 TRANSMUTE(Spectator, this);
2259                         }
2260                 } else {
2261                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2262                         set_movetype(this, preferred_movetype);
2263                 }
2264         } else {
2265                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2266                         this.flags |= FL_JUMPRELEASED;
2267                         if(this.flags & FL_SPAWNING)
2268                         {
2269                                 this.flags &= ~FL_SPAWNING;
2270                                 Join(this);
2271                                 return;
2272                         }
2273                 }
2274         }
2275 }
2276
2277 void SpectatorThink(entity this)
2278 {
2279         if ( CS(this).impulse )
2280         {
2281                 if(MinigameImpulse(this, CS(this).impulse))
2282                         CS(this).impulse = 0;
2283
2284                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2285                 {
2286                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2287                         CS(this).impulse = 0;
2288                         return;
2289                 }
2290         }
2291
2292         if (this.flags & FL_JUMPRELEASED) {
2293                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2294                         this.flags &= ~FL_JUMPRELEASED;
2295                         this.flags |= FL_SPAWNING;
2296                 } 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)) {
2297                         this.flags &= ~FL_JUMPRELEASED;
2298                         if(SpectateNext(this)) {
2299                                 TRANSMUTE(Spectator, this);
2300                         } else {
2301                                 TRANSMUTE(Observer, this);
2302                                 PutClientInServer(this);
2303                         }
2304                         CS(this).impulse = 0;
2305                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2306                         this.flags &= ~FL_JUMPRELEASED;
2307                         if(SpectatePrev(this)) {
2308                                 TRANSMUTE(Spectator, this);
2309                         } else {
2310                                 TRANSMUTE(Observer, this);
2311                                 PutClientInServer(this);
2312                         }
2313                         CS(this).impulse = 0;
2314                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2315                         this.would_spectate = false;
2316                         this.flags &= ~FL_JUMPRELEASED;
2317                         TRANSMUTE(Observer, this);
2318                         PutClientInServer(this);
2319                 } else {
2320                         if(!SpectateUpdate(this))
2321                         {
2322                                 if(!SpectateNext(this))
2323                                 {
2324                                         PutObserverInServer(this);
2325                                         this.would_spectate = true;
2326                                 }
2327                         }
2328                 }
2329         } else {
2330                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2331                         this.flags |= FL_JUMPRELEASED;
2332                         if(this.flags & FL_SPAWNING)
2333                         {
2334                                 this.flags &= ~FL_SPAWNING;
2335                                 Join(this);
2336                                 return;
2337                         }
2338                 }
2339                 if(!SpectateUpdate(this))
2340                         PutObserverInServer(this);
2341         }
2342
2343         this.flags |= FL_CLIENT | FL_NOTARGET;
2344 }
2345
2346 void PlayerUseKey(entity this)
2347 {
2348         if (!IS_PLAYER(this))
2349                 return;
2350
2351         if(this.vehicle)
2352         {
2353                 if(!game_stopped)
2354                 {
2355                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2356                         return;
2357                 }
2358         }
2359         else if(autocvar_g_vehicles_enter)
2360         {
2361                 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2362                 {
2363                         entity head, closest_target = NULL;
2364                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2365
2366                         while(head) // find the closest acceptable target to enter
2367                         {
2368                                 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2369                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2370                                 {
2371                                         if(closest_target)
2372                                         {
2373                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2374                                                 { closest_target = head; }
2375                                         }
2376                                         else { closest_target = head; }
2377                                 }
2378
2379                                 head = head.chain;
2380                         }
2381
2382                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2383                 }
2384         }
2385
2386         // a use key was pressed; call handlers
2387         MUTATOR_CALLHOOK(PlayerUseKey, this);
2388 }
2389
2390
2391 /*
2392 =============
2393 PlayerPreThink
2394
2395 Called every frame for each client before the physics are run
2396 =============
2397 */
2398 .float last_vehiclecheck;
2399 void PlayerPreThink (entity this)
2400 {
2401         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2402         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2403
2404         WarpZone_PlayerPhysics_FixVAngle(this);
2405
2406         if (frametime) {
2407                 // physics frames: update anticheat stuff
2408                 anticheat_prethink(this);
2409         }
2410
2411         if (blockSpectators && frametime) {
2412                 // WORKAROUND: only use dropclient in server frames (frametime set).
2413                 // Never use it in cl_movement frames (frametime zero).
2414                 checkSpectatorBlock(this);
2415         }
2416
2417         zoomstate_set = false;
2418
2419         // Check for nameless players
2420         if (this.netname == "" || this.netname != CS(this).netname_previous)
2421         {
2422                 bool assume_unchanged = (CS(this).netname_previous == "");
2423                 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2424                 {
2425                         int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2426                         this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2427                         sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2428                         assume_unchanged = false;
2429                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2430                 }
2431                 if (isInvisibleString(this.netname))
2432                 {
2433                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2434                         sprint(this, "Warning: invisible names are not allowed.\n");
2435                         assume_unchanged = false;
2436                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2437                 }
2438                 if (!assume_unchanged && autocvar_sv_eventlog)
2439                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2440                 strcpy(CS(this).netname_previous, this.netname);
2441         }
2442
2443         // version nagging
2444         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2445         CS(this).version_nagtime = 0;
2446         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2447             // git client
2448         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2449             // git server
2450             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2451         } else {
2452             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2453             if (r < 0) { // old client
2454                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2455             } else if (r > 0) { // old server
2456                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2457             }
2458         }
2459     }
2460
2461         // GOD MODE info
2462         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2463         {
2464                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2465                 this.max_armorvalue = 0;
2466         }
2467
2468         if (frametime && IS_PLAYER(this))
2469         {
2470                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2471                 {
2472                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2473                         SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2474                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2475
2476                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2477                                 Unfreeze(this, false);
2478                 }
2479                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2480                 {
2481                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2482                         SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2483
2484                         if (GetResource(this, RES_HEALTH) < 1)
2485                         {
2486                                 if (this.vehicle)
2487                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2488                                 if(this.event_damage)
2489                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2490                         }
2491                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2492                                 Unfreeze(this, false);
2493                 }
2494         }
2495
2496         MUTATOR_CALLHOOK(PlayerPreThink, this);
2497
2498         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2499         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2500         {
2501                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2502                 {
2503                         if(!it.owner)
2504                         {
2505                                 if(!it.team || SAME_TEAM(this, it))
2506                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2507                                 else if(autocvar_g_vehicles_steal)
2508                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2509                         }
2510                         else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2511                         {
2512                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2513                         }
2514                 });
2515
2516                 this.last_vehiclecheck = time + 1;
2517         }
2518
2519         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2520         {
2521                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2522                         PlayerUseKey(this);
2523                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2524         }
2525
2526         if (IS_REAL_CLIENT(this))
2527                 PrintWelcomeMessage(this);
2528
2529         if (IS_PLAYER(this)) {
2530                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2531                         error("Client can't be spawned as player on connection!");
2532                 if(!PlayerThink(this))
2533                         return;
2534         }
2535         else if (game_stopped || intermission_running) {
2536                 if(intermission_running)
2537                         IntermissionThink(this);
2538                 return;
2539         }
2540         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2541         {
2542                 CS(this).autojoin_checked = true;
2543                 // don't do this in ClientConnect
2544                 // many things can go wrong if a client is spawned as player on connection
2545                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2546                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2547                                 && (!teamplay || autocvar_g_balance_teams)))
2548                 {
2549                         campaign_bots_may_start = true;
2550                         Join(this);
2551                         return;
2552                 }
2553         }
2554         else if (IS_OBSERVER(this)) {
2555                 ObserverThink(this);
2556         }
2557         else if (IS_SPEC(this)) {
2558                 SpectatorThink(this);
2559         }
2560
2561         // WEAPONTODO: Add weapon request for this
2562         if (!zoomstate_set) {
2563                 bool wep_zoomed = false;
2564                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2565                 {
2566                         .entity weaponentity = weaponentities[slot];
2567                         Weapon thiswep = this.(weaponentity).m_weapon;
2568                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2569                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2570                 }
2571                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2572     }
2573
2574         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2575         {
2576                 CS(this).teamkill_soundtime = 0;
2577
2578                 entity e = CS(this).teamkill_soundsource;
2579                 entity oldpusher = e.pusher;
2580                 e.pusher = this;
2581                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2582                 e.pusher = oldpusher;
2583         }
2584
2585         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2586                 CS(this).taunt_soundtime = 0;
2587                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2588         }
2589
2590         target_voicescript_next(this);
2591
2592         // WEAPONTODO: Move into weaponsystem somehow
2593         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2594         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2595         {
2596                 .entity weaponentity = weaponentities[slot];
2597                 if(this.(weaponentity).m_weapon == WEP_Null)
2598                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2599         }
2600 }
2601
2602 void DrownPlayer(entity this)
2603 {
2604         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2605                 return;
2606
2607         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2608         {
2609                 if(this.air_finished < time)
2610                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2611                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2612         }
2613         else if (this.air_finished < time)
2614         {       // drown!
2615                 if (this.pain_finished < time)
2616                 {
2617                         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');
2618                         this.pain_finished = time + 0.5;
2619                 }
2620         }
2621 }
2622
2623 .bool move_qcphysics;
2624
2625 void Player_Physics(entity this)
2626 {
2627         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2628
2629         if(!this.move_qcphysics)
2630                 return;
2631
2632         if(!frametime && !CS(this).pm_frametime)
2633                 return;
2634
2635         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2636
2637         CS(this).pm_frametime = 0;
2638 }
2639
2640 /*
2641 =============
2642 PlayerPostThink
2643
2644 Called every frame for each client after the physics are run
2645 =============
2646 */
2647 void PlayerPostThink (entity this)
2648 {
2649         Player_Physics(this);
2650
2651         if (sv_maxidle > 0)
2652         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2653         if (IS_REAL_CLIENT(this))
2654         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2655         {
2656                 int totalClients = 0;
2657                 if(sv_maxidle_slots > 0)
2658                 {
2659                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2660                         {
2661                                 ++totalClients;
2662                         });
2663                 }
2664
2665                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2666                 { /* do nothing */ }
2667                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2668                 {
2669                         if (CS(this).idlekick_lasttimeleft)
2670                         {
2671                                 CS(this).idlekick_lasttimeleft = 0;
2672                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2673                         }
2674                 }
2675                 else
2676                 {
2677                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2678                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2679                                 if (!CS(this).idlekick_lasttimeleft)
2680                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2681                         }
2682                         if (timeleft <= 0) {
2683                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2684                                 dropclient(this);
2685                                 return;
2686                         }
2687                         else if (timeleft <= 10) {
2688                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2689                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2690                 }
2691                                 CS(this).idlekick_lasttimeleft = timeleft;
2692                         }
2693                 }
2694         }
2695
2696         CheatFrame(this);
2697
2698         if (game_stopped)
2699         {
2700                 this.solid = SOLID_NOT;
2701                 this.takedamage = DAMAGE_NO;
2702                 set_movetype(this, MOVETYPE_NONE);
2703         }
2704
2705         if (IS_PLAYER(this)) {
2706                 if(this.death_time == time && IS_DEAD(this))
2707                 {
2708                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2709                         // once all the damage events of this frame have been processed with normal size
2710                         this.maxs.z = 5;
2711                         setsize(this, this.mins, this.maxs);
2712                 }
2713                 DrownPlayer(this);
2714                 UpdateChatBubble(this);
2715                 if (CS(this).impulse) ImpulseCommands(this);
2716                 if (game_stopped)
2717                 {
2718                         CSQCMODEL_AUTOUPDATE(this);
2719                         return;
2720                 }
2721                 GetPressedKeys(this);
2722         }
2723
2724         if (this.waypointsprite_attachedforcarrier) {
2725                 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2726                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2727         }
2728
2729         CSQCMODEL_AUTOUPDATE(this);
2730 }
2731
2732 /**
2733  * message "": do not say, just test flood control
2734  * return value:
2735  *   1 = accept
2736  *   0 = reject
2737  *  -1 = fake accept
2738  */
2739 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2740 {
2741         if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2742                 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2743
2744         if (source)
2745                 msgin = formatmessage(source, msgin);
2746
2747         string colorstr;
2748         if (!(IS_PLAYER(source) || source.caplayer))
2749                 colorstr = "^0"; // black for spectators
2750         else if(teamplay)
2751                 colorstr = Team_ColorCode(source.team);
2752         else
2753         {
2754                 colorstr = "";
2755                 teamsay = false;
2756         }
2757
2758         if (!source) {
2759                 colorstr = "";
2760                 teamsay = false;
2761         }
2762
2763         if(msgin != "")
2764                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2765
2766         /*
2767          * using bprint solves this... me stupid
2768         // how can we prevent the message from appearing in a listen server?
2769         // for now, just give "say" back and only handle say_team
2770         if(!teamsay)
2771         {
2772                 clientcommand(source, strcat("say ", msgin));
2773                 return;
2774         }
2775         */
2776
2777         string namestr = "";
2778         if (source)
2779                 namestr = playername(source, autocvar_g_chat_teamcolors);
2780
2781         string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2782
2783         string msgstr = "", cmsgstr = "";
2784         string privatemsgprefix = string_null;
2785         int privatemsgprefixlen = 0;
2786         if (msgin != "")
2787         {
2788                 bool found_me = false;
2789                 if(strstrofs(msgin, "/me", 0) >= 0)
2790                 {
2791                         string newmsgin = "";
2792                         string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2793                         FOREACH_WORD(msgin, true,
2794                         {
2795                                 if(strdecolorize(it) == "/me")
2796                                 {
2797                                         found_me = true;
2798                                         newmsgin = cons(newmsgin, newnamestr);
2799                                 }
2800                                 else
2801                                         newmsgin = cons(newmsgin, it);
2802                         });
2803                         msgin = newmsgin;
2804                 }
2805
2806                 if(privatesay)
2807                 {
2808                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2809                         privatemsgprefixlen = strlen(msgstr);
2810                         msgstr = strcat(msgstr, msgin);
2811                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2812                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2813                 }
2814                 else if(teamsay)
2815                 {
2816                         if(found_me)
2817                         {
2818                                 //msgin = strreplace("/me", "", msgin);
2819                                 //msgin = substring(msgin, 3, strlen(msgin));
2820                                 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2821                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2822                         }
2823                         else
2824                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2825                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2826                 }
2827                 else
2828                 {
2829                         if(found_me)
2830                         {
2831                                 //msgin = strreplace("/me", "", msgin);
2832                                 //msgin = substring(msgin, 3, strlen(msgin));
2833                                 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2834                                 msgstr = strcat("\{1}^4* ^7", msgin);
2835                         }
2836                         else {
2837                                 msgstr = "\{1}";
2838                                 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2839                                 msgstr = strcat(msgstr, msgin);
2840                         }
2841                         cmsgstr = "";
2842                 }
2843                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2844         }
2845
2846         string fullmsgstr = msgstr;
2847         string fullcmsgstr = cmsgstr;
2848
2849         // FLOOD CONTROL
2850         int flood = 0;
2851         var .float flood_field = floodcontrol_chat;
2852         if(floodcontrol && source)
2853         {
2854                 float flood_spl;
2855                 float flood_burst;
2856                 float flood_lmax;
2857                 float lines;
2858                 if(privatesay)
2859                 {
2860                         flood_spl = autocvar_g_chat_flood_spl_tell;
2861                         flood_burst = autocvar_g_chat_flood_burst_tell;
2862                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
2863                         flood_field = floodcontrol_chattell;
2864                 }
2865                 else if(teamsay)
2866                 {
2867                         flood_spl = autocvar_g_chat_flood_spl_team;
2868                         flood_burst = autocvar_g_chat_flood_burst_team;
2869                         flood_lmax = autocvar_g_chat_flood_lmax_team;
2870                         flood_field = floodcontrol_chatteam;
2871                 }
2872                 else
2873                 {
2874                         flood_spl = autocvar_g_chat_flood_spl;
2875                         flood_burst = autocvar_g_chat_flood_burst;
2876                         flood_lmax = autocvar_g_chat_flood_lmax;
2877                         flood_field = floodcontrol_chat;
2878                 }
2879                 flood_burst = max(0, flood_burst - 1);
2880                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2881
2882                 // do flood control for the default line size
2883                 if(msgstr != "")
2884                 {
2885                         getWrappedLine_remaining = msgstr;
2886                         msgstr = "";
2887                         lines = 0;
2888                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2889                         {
2890                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2891                                 ++lines;
2892                         }
2893                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2894
2895                         if(getWrappedLine_remaining != "")
2896                         {
2897                                 msgstr = strcat(msgstr, "\n");
2898                                 flood = 2;
2899                         }
2900
2901                         if (time >= source.(flood_field))
2902                         {
2903                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2904                         }
2905                         else
2906                         {
2907                                 flood = 1;
2908                                 msgstr = fullmsgstr;
2909                         }
2910                 }
2911                 else
2912                 {
2913                         if (time >= source.(flood_field))
2914                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2915                         else
2916                                 flood = 1;
2917                 }
2918
2919                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2920                         source.(flood_field) = flood = 0;
2921         }
2922
2923         string sourcemsgstr, sourcecmsgstr;
2924         if(flood == 2) // cannot happen for empty msgstr
2925         {
2926                 if(autocvar_g_chat_flood_notify_flooder)
2927                 {
2928                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2929                         sourcecmsgstr = "";
2930                 }
2931                 else
2932                 {
2933                         sourcemsgstr = fullmsgstr;
2934                         sourcecmsgstr = fullcmsgstr;
2935                 }
2936                 cmsgstr = "";
2937         }
2938         else
2939         {
2940                 sourcemsgstr = msgstr;
2941                 sourcecmsgstr = cmsgstr;
2942         }
2943
2944         if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2945         {
2946                 if (!game_stopped)
2947                 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2948                         teamsay = -1; // spectators
2949         }
2950
2951         if(flood)
2952                 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2953
2954         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2955         if(privatesay)
2956                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2957
2958         int ret;
2959         if(source && CS(source).muted)
2960         {
2961                 // always fake the message
2962                 ret = -1;
2963         }
2964         else if(flood == 1)
2965         {
2966                 if (autocvar_g_chat_flood_notify_flooder)
2967                 {
2968                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
2969                         ret = 0;
2970                 }
2971                 else
2972                         ret = -1;
2973         }
2974         else
2975         {
2976                 ret = 1;
2977         }
2978
2979         if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2980         {
2981                 if (!game_stopped)
2982                 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
2983                         ret = -1; // just hide the message completely
2984         }
2985
2986         MUTATOR_CALLHOOK(ChatMessage, source, ret);
2987         ret = M_ARGV(1, int);
2988
2989         string event_log_msg = "";
2990
2991         if(sourcemsgstr != "" && ret != 0)
2992         {
2993                 if(ret < 0) // faked message, because the player is muted
2994                 {
2995                         sprint(source, sourcemsgstr);
2996                         if(sourcecmsgstr != "" && !privatesay)
2997                                 centerprint(source, sourcecmsgstr);
2998                 }
2999                 else if(privatesay) // private message, between 2 people only
3000                 {
3001                         sprint(source, sourcemsgstr);
3002                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3003                         if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3004                         {
3005                                 sprint(privatesay, msgstr);
3006                                 if(cmsgstr != "")
3007                                         centerprint(privatesay, cmsgstr);
3008                         }
3009                 }
3010                 else if ( teamsay && CS(source).active_minigame )
3011                 {
3012                         sprint(source, sourcemsgstr);
3013                         dedicated_print(msgstr); // send to server console too
3014                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3015                                 sprint(it, msgstr);
3016                         });
3017                         event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3018
3019                 }
3020                 else if(teamsay > 0) // team message, only sent to team mates
3021                 {
3022                         sprint(source, sourcemsgstr);
3023                         dedicated_print(msgstr); // send to server console too
3024                         if(sourcecmsgstr != "")
3025                                 centerprint(source, sourcecmsgstr);
3026                         FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3027                                 sprint(it, msgstr);
3028                                 if(cmsgstr != "")
3029                                         centerprint(it, cmsgstr);
3030                         });
3031                         event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3032                 }
3033                 else if(teamsay < 0) // spectator message, only sent to spectators
3034                 {
3035                         sprint(source, sourcemsgstr);
3036                         dedicated_print(msgstr); // send to server console too
3037                         FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3038                                 sprint(it, msgstr);
3039                         });
3040                         event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3041                 }
3042                 else
3043                 {
3044                         if (source) {
3045                                 sprint(source, sourcemsgstr);
3046                                 dedicated_print(msgstr); // send to server console too
3047                                 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3048                         }
3049                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3050                                 sprint(it, msgstr);
3051                         });
3052                         event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3053                 }
3054         }
3055
3056         if (autocvar_sv_eventlog && (event_log_msg != "")) {
3057                 GameLogEcho(event_log_msg);
3058         }
3059
3060         return ret;
3061 }
3062
3063 // hack to copy the button fields from the client entity to the Client State
3064 void PM_UpdateButtons(entity this, entity store)
3065 {
3066         if(this.impulse)
3067                 store.impulse = this.impulse;
3068         this.impulse = 0;
3069
3070         bool typing = this.buttonchat || this.button12;
3071
3072         store.button0 = (typing) ? 0 : this.button0;
3073         //button1?!
3074         store.button2 = (typing) ? 0 : this.button2;
3075         store.button3 = (typing) ? 0 : this.button3;
3076         store.button4 = this.button4;
3077         store.button5 = (typing) ? 0 : this.button5;
3078         store.button6 = this.button6;
3079         store.button7 = this.button7;
3080         store.button8 = this.button8;
3081         store.button9 = this.button9;
3082         store.button10 = this.button10;
3083         store.button11 = this.button11;
3084         store.button12 = this.button12;
3085         store.button13 = this.button13;
3086         store.button14 = this.button14;
3087         store.button15 = this.button15;
3088         store.button16 = this.button16;
3089         store.buttonuse = this.buttonuse;
3090         store.buttonchat = this.buttonchat;
3091
3092         store.cursor_active = this.cursor_active;
3093         store.cursor_screen = this.cursor_screen;
3094         store.cursor_trace_start = this.cursor_trace_start;
3095         store.cursor_trace_endpos = this.cursor_trace_endpos;
3096         store.cursor_trace_ent = this.cursor_trace_ent;
3097
3098         store.ping = this.ping;
3099         store.ping_packetloss = this.ping_packetloss;
3100         store.ping_movementloss = this.ping_movementloss;
3101
3102         store.v_angle = this.v_angle;
3103         store.movement = (typing) ? '0 0 0' : this.movement;
3104 }
3105
3106 NET_HANDLE(fpsreport, bool)
3107 {
3108         int fps = ReadShort();
3109         PlayerScore_Set(sender, SP_FPS, fps);
3110         return true;
3111 }