]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
Merge branch 'master' into Lyberta/TeamplayOverhaul
[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 "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
18 #include "g_hook.qh"
19 #include "command/common.qh"
20 #include "cheats.qh"
21 #include "g_world.qh"
22 #include "race.qh"
23 #include "antilag.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
27
28 #include "bot/api.qh"
29
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
33
34 #include <common/effects/qc/globalsound.qh>
35
36 #include "../common/mapobjects/func/conveyor.qh"
37 #include "../common/mapobjects/teleporters.qh"
38 #include "../common/mapobjects/target/spawnpoint.qh"
39
40 #include "../common/vehicles/all.qh"
41
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
44
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
48
49 #include "../common/items/_mod.qh"
50
51 #include "../common/mutators/mutator/waypoints/all.qh"
52 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
53 #include <common/gamemodes/_mod.qh>
54
55 #include "../common/mapobjects/subs.qh"
56 #include "../common/mapobjects/triggers.qh"
57 #include "../common/mapobjects/trigger/secret.qh"
58
59 #include "../common/minigames/sv_minigames.qh"
60
61 #include "../common/items/inventory.qh"
62
63 #include "../common/monsters/sv_monsters.qh"
64
65 #include "../lib/warpzone/server.qh"
66
67 #include <common/mutators/mutator/overkill/oknex.qh>
68
69 STATIC_METHOD(Client, Add, void(Client this, int _team))
70 {
71     ClientConnect(this);
72     TRANSMUTE(Player, this);
73     this.frame = 12; // 7
74     this.team = _team;
75     PutClientInServer(this);
76 }
77
78 void PutObserverInServer(entity this);
79
80 STATIC_METHOD(Client, Remove, void(Client this))
81 {
82     TRANSMUTE(Observer, this);
83     PutClientInServer(this);
84     ClientDisconnect(this);
85 }
86
87 void send_CSQC_teamnagger() {
88         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
89 }
90
91 int CountSpectators(entity player, entity to)
92 {
93         if(!player) { return 0; } // not sure how, but best to be safe
94
95         int spec_count = 0;
96
97         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
98         {
99                 spec_count++;
100         });
101
102         return spec_count;
103 }
104
105 void WriteSpectators(entity player, entity to)
106 {
107         if(!player) { return; } // not sure how, but best to be safe
108
109         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
110         {
111                 WriteByte(MSG_ENTITY, num_for_edict(it));
112         });
113 }
114
115 bool ClientData_Send(entity this, entity to, int sf)
116 {
117         assert(to == this.owner, return false);
118
119         entity e = to;
120         if (IS_SPEC(e)) e = e.enemy;
121
122         sf = 0;
123         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
124         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
125         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
126         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
127
128         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
129         WriteByte(MSG_ENTITY, sf);
130
131         if (sf & BIT(1))
132                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
133
134         if(sf & BIT(4))
135         {
136                 float specs = CountSpectators(e, to);
137                 WriteByte(MSG_ENTITY, specs);
138                 WriteSpectators(e, to);
139         }
140
141         return true;
142 }
143
144 void ClientData_Attach(entity this)
145 {
146         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
147         CS(this).clientdata.drawonlytoclient = this;
148         CS(this).clientdata.owner = this;
149 }
150
151 void ClientData_Detach(entity this)
152 {
153         delete(CS(this).clientdata);
154         CS(this).clientdata = NULL;
155 }
156
157 void ClientData_Touch(entity e)
158 {
159         entity cd = CS(e).clientdata;
160         if (cd) { cd.SendFlags = 1; }
161
162         // make it spectatable
163         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
164         {
165                 entity cd = CS(it).clientdata;
166                 if (cd) { cd.SendFlags = 1; }
167         });
168 }
169
170 void SetSpectatee(entity this, entity spectatee);
171 void SetSpectatee_status(entity this, int spectatee_num);
172
173
174 /*
175 =============
176 CheckPlayerModel
177
178 Checks if the argument string can be a valid playermodel.
179 Returns a valid one in doubt.
180 =============
181 */
182 string FallbackPlayerModel;
183 string CheckPlayerModel(string plyermodel) {
184         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
185         {
186                 // note: we cannot summon Don Strunzone here, some player may
187                 // still have the model string set. In case anyone manages how
188                 // to change a cvar default, we'll have a small leak here.
189                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
190         }
191         // only in right path
192         if( substring(plyermodel,0,14) != "models/player/")
193                 return FallbackPlayerModel;
194         // only good file extensions
195         if(substring(plyermodel,-4,4) != ".zym")
196         if(substring(plyermodel,-4,4) != ".dpm")
197         if(substring(plyermodel,-4,4) != ".iqm")
198         if(substring(plyermodel,-4,4) != ".md3")
199         if(substring(plyermodel,-4,4) != ".psk")
200                 return FallbackPlayerModel;
201         // forbid the LOD models
202         if(substring(plyermodel, -9,5) == "_lod1")
203                 return FallbackPlayerModel;
204         if(substring(plyermodel, -9,5) == "_lod2")
205                 return FallbackPlayerModel;
206         if(plyermodel != strtolower(plyermodel))
207                 return FallbackPlayerModel;
208         // also, restrict to server models
209         if(autocvar_sv_servermodelsonly)
210         {
211                 if(!fexists(plyermodel))
212                         return FallbackPlayerModel;
213         }
214         return plyermodel;
215 }
216
217 void setplayermodel(entity e, string modelname)
218 {
219         precache_model(modelname);
220         _setmodel(e, modelname);
221         player_setupanimsformodel(e);
222         if(!autocvar_g_debug_globalsounds)
223                 UpdatePlayerSounds(e);
224 }
225
226 void FixPlayermodel(entity player);
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
229 {
230     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231         PlayerState_detach(this);
232
233         if (IS_PLAYER(this))
234         {
235                 if(this.health >= 1)
236                 {
237                         // despawn effect
238                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
239                 }
240
241                 // was a player, recount votes and ready status
242                 if(IS_REAL_CLIENT(this))
243                 {
244                         if (vote_called) { VoteCount(false); }
245                         ReadyCount();
246                 }
247     }
248
249     {
250         entity spot = SelectSpawnPoint(this, true);
251         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252         this.angles = vec2(spot.angles);
253         this.fixangle = true;
254         // offset it so that the spectator spawns higher off the ground, looks better this way
255         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256         if (IS_REAL_CLIENT(this))
257         {
258             msg_entity = this;
259             WriteByte(MSG_ONE, SVC_SETVIEW);
260             WriteEntity(MSG_ONE, this);
261         }
262         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264         if(!autocvar_g_debug_globalsounds)
265         {
266                 // needed for player sounds
267                 this.model = "";
268                 FixPlayermodel(this);
269         }
270         setmodel(this, MDL_Null);
271         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272         this.view_ofs = '0 0 0';
273     }
274
275     RemoveGrapplingHooks(this);
276         Portal_ClearAll(this);
277         Unfreeze(this);
278         SetSpectatee(this, NULL);
279
280         if (this.alivetime)
281         {
282                 if (!warmup_stage)
283                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284                 this.alivetime = 0;
285         }
286
287         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
288
289         WaypointSprite_PlayerDead(this);
290
291         if (mutator_returnvalue) {
292             // mutator prevents resetting teams+score
293         } else {
294                 Player_SetTeamIndex(this, -1);
295                 this.frags = FRAGS_SPECTATOR;
296         PlayerScore_Clear(this);  // clear scores when needed
297     }
298
299         if (CS(this).killcount != FRAGS_SPECTATOR)
300         {
301                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
302                 if(!game_stopped)
303                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
304                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
305
306                 if(!CS(this).just_joined)
307                         LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
308                 else
309                         CS(this).just_joined = false;
310         }
311
312         accuracy_resend(this);
313
314         CS(this).spectatortime = time;
315         if(this.bot_attack)
316                 IL_REMOVE(g_bot_targets, this);
317         this.bot_attack = false;
318         if(this.monster_attack)
319                 IL_REMOVE(g_monster_targets, this);
320         this.monster_attack = false;
321     STAT(HUD, this) = HUD_NORMAL;
322         TRANSMUTE(Observer, this);
323         this.iscreature = false;
324         this.teleportable = TELEPORT_SIMPLE;
325         if(this.damagedbycontents)
326                 IL_REMOVE(g_damagedbycontents, this);
327         this.damagedbycontents = false;
328         this.health = FRAGS_SPECTATOR;
329         SetSpectatee_status(this, etof(this));
330         this.takedamage = DAMAGE_NO;
331         this.solid = SOLID_NOT;
332         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
333         this.flags = FL_CLIENT | FL_NOTARGET;
334         this.armorvalue = 666;
335         this.effects = 0;
336         this.armorvalue = autocvar_g_balance_armor_start;
337         this.pauserotarmor_finished = 0;
338         this.pauserothealth_finished = 0;
339         this.pauseregen_finished = 0;
340         this.damageforcescale = 0;
341         this.death_time = 0;
342         this.respawn_flags = 0;
343         this.respawn_time = 0;
344         STAT(RESPAWN_TIME, this) = 0;
345         this.alpha = 0;
346         this.scale = 0;
347         this.fade_time = 0;
348         this.pain_frame = 0;
349         this.pain_finished = 0;
350         this.strength_finished = 0;
351         this.invincible_finished = 0;
352         this.superweapons_finished = 0;
353         this.dphitcontentsmask = 0;
354         this.pushltime = 0;
355         this.istypefrag = 0;
356         setthink(this, func_null);
357         this.nextthink = 0;
358         this.deadflag = DEAD_NO;
359         this.crouch = false;
360         STAT(REVIVE_PROGRESS, this) = 0;
361         this.revival_time = 0;
362
363         this.items = 0;
364         STAT(WEAPONS, this) = '0 0 0';
365         this.drawonlytoclient = this;
366
367         this.viewloc = NULL;
368
369         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
370
371         this.weaponmodel = "";
372         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
373         {
374                 this.weaponentities[slot] = NULL;
375         }
376         this.exteriorweaponentity = NULL;
377         CS(this).killcount = FRAGS_SPECTATOR;
378         this.velocity = '0 0 0';
379         this.avelocity = '0 0 0';
380         this.punchangle = '0 0 0';
381         this.punchvector = '0 0 0';
382         this.oldvelocity = this.velocity;
383         this.fire_endtime = -1;
384         this.event_damage = func_null;
385
386         for(int slot = 0; slot < MAX_AXH; ++slot)
387         {
388                 entity axh = this.(AuxiliaryXhair[slot]);
389                 this.(AuxiliaryXhair[slot]) = NULL;
390
391                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
392                         delete(axh);
393         }
394 }
395
396 int player_getspecies(entity this)
397 {
398         get_model_parameters(this.model, this.skin);
399         int s = get_model_parameters_species;
400         get_model_parameters(string_null, 0);
401         if (s < 0) return SPECIES_HUMAN;
402         return s;
403 }
404
405 .float model_randomizer;
406 void FixPlayermodel(entity player)
407 {
408         string defaultmodel = "";
409         int defaultskin = 0;
410         if(autocvar_sv_defaultcharacter)
411         {
412                 if(teamplay)
413                 {
414                         switch(player.team)
415                         {
416                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
417                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
418                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
419                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
420                         }
421                 }
422
423                 if(defaultmodel == "")
424                 {
425                         defaultmodel = autocvar_sv_defaultplayermodel;
426                         defaultskin = autocvar_sv_defaultplayerskin;
427                 }
428
429                 int n = tokenize_console(defaultmodel);
430                 if(n > 0)
431                 {
432                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
433                         // However, do NOT randomize if the player-selected model is in the list.
434                         for (int i = 0; i < n; ++i)
435                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
436                                         defaultmodel = argv(i);
437                 }
438
439                 int i = strstrofs(defaultmodel, ":", 0);
440                 if(i >= 0)
441                 {
442                         defaultskin = stof(substring(defaultmodel, i+1, -1));
443                         defaultmodel = substring(defaultmodel, 0, i);
444                 }
445         }
446         if(autocvar_sv_defaultcharacterskin && !defaultskin)
447         {
448                 if(teamplay)
449                 {
450                         switch(player.team)
451                         {
452                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
453                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
454                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
455                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
456                         }
457                 }
458
459                 if(!defaultskin)
460                         defaultskin = autocvar_sv_defaultplayerskin;
461         }
462
463         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
464         defaultmodel = M_ARGV(0, string);
465         defaultskin = M_ARGV(1, int);
466
467         bool chmdl = false;
468         int oldskin;
469         if(defaultmodel != "")
470         {
471                 if (defaultmodel != player.model)
472                 {
473                         vector m1 = player.mins;
474                         vector m2 = player.maxs;
475                         setplayermodel (player, defaultmodel);
476                         setsize (player, m1, m2);
477                         chmdl = true;
478                 }
479
480                 oldskin = player.skin;
481                 player.skin = defaultskin;
482         } else {
483                 if (player.playermodel != player.model || player.playermodel == "")
484                 {
485                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
486                         vector m1 = player.mins;
487                         vector m2 = player.maxs;
488                         setplayermodel (player, player.playermodel);
489                         setsize (player, m1, m2);
490                         chmdl = true;
491                 }
492
493                 if(!autocvar_sv_defaultcharacterskin)
494                 {
495                         oldskin = player.skin;
496                         player.skin = stof(player.playerskin);
497                 }
498                 else
499                 {
500                         oldskin = player.skin;
501                         player.skin = defaultskin;
502                 }
503         }
504
505         if(chmdl || oldskin != player.skin) // model or skin has changed
506         {
507                 player.species = player_getspecies(player); // update species
508                 if(!autocvar_g_debug_globalsounds)
509                         UpdatePlayerSounds(player); // update skin sounds
510         }
511
512         if(!teamplay)
513                 if(strlen(autocvar_sv_defaultplayercolors))
514                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
515                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
516 }
517
518 void PutPlayerInServer(entity this)
519 {
520         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
521
522         PlayerState_attach(this);
523         accuracy_resend(this);
524
525         if (this.team < 0)
526                 TeamBalance_JoinBestTeam(this, true);
527
528         entity spot = SelectSpawnPoint(this, false);
529         if (!spot) {
530                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
531                 return; // spawn failed
532         }
533
534         TRANSMUTE(Player, this);
535
536         CS(this).wasplayer = true;
537         this.iscreature = true;
538         this.teleportable = TELEPORT_NORMAL;
539         if(!this.damagedbycontents)
540                 IL_PUSH(g_damagedbycontents, this);
541         this.damagedbycontents = true;
542         set_movetype(this, MOVETYPE_WALK);
543         this.solid = SOLID_SLIDEBOX;
544         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
545         if (autocvar_g_playerclip_collisions)
546                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
547         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
548                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
549         this.frags = FRAGS_PLAYER;
550         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
551         this.flags = FL_CLIENT | FL_PICKUPITEMS;
552         if (autocvar__notarget)
553                 this.flags |= FL_NOTARGET;
554         this.takedamage = DAMAGE_AIM;
555         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
556
557         if (warmup_stage) {
558                 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
559                 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
560                 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
561                 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
562                 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
563                 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
564                 this.health = warmup_start_health;
565                 this.armorvalue = warmup_start_armorvalue;
566                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
567         } else {
568                 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
569                 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
570                 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
571                 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
572                 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
573                 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
574                 this.health = start_health;
575                 this.armorvalue = start_armorvalue;
576                 STAT(WEAPONS, this) = start_weapons;
577                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
578                 {
579                         GiveRandomWeapons(this, random_start_weapons_count,
580                                 autocvar_g_random_start_weapons, random_start_ammo);
581                 }
582         }
583         SetSpectatee_status(this, 0);
584
585         PS(this).dual_weapons = '0 0 0';
586
587         this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
588
589         this.items = start_items;
590
591         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
592         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
593         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
594         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
595         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
596         if (!sv_ready_restart_after_countdown && time < game_starttime)
597         {
598                 float f = game_starttime - time;
599                 this.spawnshieldtime += f;
600                 this.pauserotarmor_finished += f;
601                 this.pauserothealth_finished += f;
602                 this.pauseregen_finished += f;
603         }
604
605         this.damageforcescale = 2;
606         this.death_time = 0;
607         this.respawn_flags = 0;
608         this.respawn_time = 0;
609         STAT(RESPAWN_TIME, this) = 0;
610         this.scale = autocvar_sv_player_scale;
611         this.fade_time = 0;
612         this.pain_frame = 0;
613         this.pain_finished = 0;
614         this.pushltime = 0;
615         setthink(this, func_null); // players have no think function
616         this.nextthink = 0;
617         this.dmg_team = 0;
618         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
619
620         this.deadflag = DEAD_NO;
621
622         this.angles = spot.angles;
623         this.angles_z = 0; // never spawn tilted even if the spot says to
624         if (IS_BOT_CLIENT(this))
625                 this.v_angle = this.angles;
626         this.fixangle = true; // turn this way immediately
627         this.oldvelocity = this.velocity = '0 0 0';
628         this.avelocity = '0 0 0';
629         this.punchangle = '0 0 0';
630         this.punchvector = '0 0 0';
631
632         this.strength_finished = 0;
633         this.invincible_finished = 0;
634         this.fire_endtime = -1;
635         STAT(REVIVE_PROGRESS, this) = 0;
636         this.revival_time = 0;
637
638         this.air_finished = time + 12;
639         this.waterlevel = WATERLEVEL_NONE;
640         this.watertype = CONTENT_EMPTY;
641
642         entity spawnevent = new_pure(spawnevent);
643         spawnevent.owner = this;
644         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
645
646         // Cut off any still running player sounds.
647         stopsound(this, CH_PLAYER_SINGLE);
648
649         this.model = "";
650         FixPlayermodel(this);
651         this.drawonlytoclient = NULL;
652
653         this.viewloc = NULL;
654
655         for(int slot = 0; slot < MAX_AXH; ++slot)
656         {
657                 entity axh = this.(AuxiliaryXhair[slot]);
658                 this.(AuxiliaryXhair[slot]) = NULL;
659
660                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
661                         delete(axh);
662         }
663
664         this.spawnpoint_targ = NULL;
665
666         this.crouch = false;
667         this.view_ofs = STAT(PL_VIEW_OFS, this);
668         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
669         this.spawnorigin = spot.origin;
670         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
671         // don't reset back to last position, even if new position is stuck in solid
672         this.oldorigin = this.origin;
673         if(this.conveyor)
674                 IL_REMOVE(g_conveyed, this);
675         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
676         STAT(HUD, this) = HUD_NORMAL;
677
678         this.event_damage = PlayerDamage;
679
680         if(!this.bot_attack)
681                 IL_PUSH(g_bot_targets, this);
682         this.bot_attack = true;
683         if(!this.monster_attack)
684                 IL_PUSH(g_monster_targets, this);
685         this.monster_attack = true;
686         navigation_dynamicgoal_init(this, false);
687
688         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
689
690         // player was spectator
691         if (CS(this).killcount == FRAGS_SPECTATOR) {
692                 PlayerScore_Clear(this);
693                 CS(this).killcount = 0;
694                 CS(this).startplaytime = time;
695         }
696
697         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
698         {
699                 .entity weaponentity = weaponentities[slot];
700                 entity oldwep = this.(weaponentity);
701                 CL_SpawnWeaponentity(this, weaponentity);
702                 if(oldwep && oldwep.owner == this)
703                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
704         }
705         this.alpha = default_player_alpha;
706         this.colormod = '1 1 1' * autocvar_g_player_brightness;
707         this.exteriorweaponentity.alpha = default_weapon_alpha;
708
709         this.speedrunning = false;
710
711         target_voicescript_clear(this);
712
713         // reset fields the weapons may use
714         FOREACH(Weapons, true, {
715                 it.wr_resetplayer(it, this);
716                         // reload all reloadable weapons
717                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
718                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
719                         {
720                                 .entity weaponentity = weaponentities[slot];
721                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
722                         }
723                 }
724         });
725
726         {
727                 string s = spot.target;
728                 spot.target = string_null;
729                 SUB_UseTargets(spot, this, NULL);
730                 spot.target = s;
731         }
732
733         Unfreeze(this);
734
735         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
736
737         if (autocvar_spawn_debug)
738         {
739                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
740                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
741         }
742
743         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
744         {
745                 .entity weaponentity = weaponentities[slot];
746                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
747                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
748                 else
749                         this.(weaponentity).m_switchweapon = WEP_Null;
750                 this.(weaponentity).m_weapon = WEP_Null;
751                 this.(weaponentity).weaponname = "";
752                 this.(weaponentity).m_switchingweapon = WEP_Null;
753                 this.(weaponentity).cnt = -1;
754         }
755
756         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
757
758         if (!warmup_stage && !this.alivetime)
759                 this.alivetime = time;
760
761         antilag_clear(this, CS(this));
762 }
763
764 /** Called when a client spawns in the server */
765 void PutClientInServer(entity this)
766 {
767         if (IS_BOT_CLIENT(this)) {
768                 TRANSMUTE(Player, this);
769         } else if (IS_REAL_CLIENT(this)) {
770                 msg_entity = this;
771                 WriteByte(MSG_ONE, SVC_SETVIEW);
772                 WriteEntity(MSG_ONE, this);
773         }
774         if (game_stopped)
775                 TRANSMUTE(Observer, this);
776
777         SetSpectatee(this, NULL);
778
779         // reset player keys
780         if(PS(this))
781                 PS(this).itemkeys = 0;
782
783         MUTATOR_CALLHOOK(PutClientInServer, this);
784
785         if (IS_OBSERVER(this)) {
786                 PutObserverInServer(this);
787         } else if (IS_PLAYER(this)) {
788                 PutPlayerInServer(this);
789         }
790 }
791
792 void ClientInit_misc(entity this);
793
794 // TODO do we need all these fields, or should we stop autodetecting runtime
795 // changes and just have a console command to update this?
796 bool ClientInit_SendEntity(entity this, entity to, int sf)
797 {
798         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
799         return = true;
800         msg_entity = to;
801         // MSG_INIT replacement
802         // TODO: make easier to use
803         Registry_send_all();
804         W_PROP_reload(MSG_ONE, to);
805         ClientInit_misc(this);
806         MUTATOR_CALLHOOK(Ent_Init);
807 }
808 void ClientInit_misc(entity this)
809 {
810         int channel = MSG_ONE;
811         WriteHeader(channel, ENT_CLIENT_INIT);
812         WriteByte(channel, g_nexball_meter_period * 32);
813         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
814         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
815         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
816         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
817         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
818         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
819         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
820         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
821
822         if(sv_foginterval && world.fog != "")
823                 WriteString(channel, world.fog);
824         else
825                 WriteString(channel, "");
826         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
827         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
828         WriteByte(channel, serverflags);
829         WriteCoord(channel, autocvar_g_trueaim_minrange);
830 }
831
832 void ClientInit_CheckUpdate(entity this)
833 {
834         this.nextthink = time;
835         if(this.count != autocvar_g_balance_armor_blockpercent)
836         {
837                 this.count = autocvar_g_balance_armor_blockpercent;
838                 this.SendFlags |= 1;
839         }
840         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
841         {
842                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
843                 this.SendFlags |= 1;
844         }
845 }
846
847 void ClientInit_Spawn()
848 {
849         entity e = new_pure(clientinit);
850         setthink(e, ClientInit_CheckUpdate);
851         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
852
853         ClientInit_CheckUpdate(e);
854 }
855
856 /*
857 =============
858 SetNewParms
859 =============
860 */
861 void SetNewParms ()
862 {
863         // initialize parms for a new player
864         parm1 = -(86400 * 366);
865
866         MUTATOR_CALLHOOK(SetNewParms);
867 }
868
869 /*
870 =============
871 SetChangeParms
872 =============
873 */
874 void SetChangeParms (entity this)
875 {
876         // save parms for level change
877         parm1 = CS(this).parm_idlesince - time;
878
879         MUTATOR_CALLHOOK(SetChangeParms);
880 }
881
882 /*
883 =============
884 DecodeLevelParms
885 =============
886 */
887 void DecodeLevelParms(entity this)
888 {
889         // load parms
890         CS(this).parm_idlesince = parm1;
891         if (CS(this).parm_idlesince == -(86400 * 366))
892                 CS(this).parm_idlesince = time;
893
894         // whatever happens, allow 60 seconds of idling directly after connect for map loading
895         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
896
897         MUTATOR_CALLHOOK(DecodeLevelParms);
898 }
899
900 /*
901 =============
902 ClientKill
903
904 Called when a client types 'kill' in the console
905 =============
906 */
907
908 .float clientkill_nexttime;
909 void ClientKill_Now_TeamChange(entity this)
910 {
911         if(this.killindicator_teamchange == -1)
912         {
913                 TeamBalance_JoinBestTeam(this, true);
914         }
915         else if(this.killindicator_teamchange == -2)
916         {
917                 if(blockSpectators)
918                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
919                 PutObserverInServer(this);
920         }
921         else
922                 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
923         this.killindicator_teamchange = 0;
924 }
925
926 void ClientKill_Now(entity this)
927 {
928         if(this.vehicle)
929         {
930             vehicles_exit(this.vehicle, VHEF_RELEASE);
931             if(!this.killindicator_teamchange)
932             {
933             this.vehicle_health = -1;
934             Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
935             }
936         }
937
938         if(this.killindicator && !wasfreed(this.killindicator))
939                 delete(this.killindicator);
940
941         this.killindicator = NULL;
942
943         if(this.killindicator_teamchange)
944                 ClientKill_Now_TeamChange(this);
945
946         if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
947         {
948                 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
949         }
950
951         // now I am sure the player IS dead
952 }
953 void KillIndicator_Think(entity this)
954 {
955         if (game_stopped)
956         {
957                 this.owner.killindicator = NULL;
958                 delete(this);
959                 return;
960         }
961
962         if (this.owner.alpha < 0 && !this.owner.vehicle)
963         {
964                 this.owner.killindicator = NULL;
965                 delete(this);
966                 return;
967         }
968
969         if(this.cnt <= 0)
970         {
971                 ClientKill_Now(this.owner);
972                 return;
973         }
974     else if(this.health == 1) // health == 1 means that it's silent
975     {
976         this.nextthink = time + 1;
977         this.cnt -= 1;
978     }
979         else
980         {
981                 if(this.cnt <= 10)
982                         setmodel(this, MDL_NUM(this.cnt));
983                 if(IS_REAL_CLIENT(this.owner))
984                 {
985                         if(this.cnt <= 10)
986                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
987                 }
988                 this.nextthink = time + 1;
989                 this.cnt -= 1;
990         }
991 }
992
993 float clientkilltime;
994 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
995 {
996         float killtime;
997         float starttime;
998
999         if (game_stopped)
1000                 return;
1001
1002         killtime = autocvar_g_balance_kill_delay;
1003
1004     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1005         return;
1006     killtime = M_ARGV(1, float);
1007
1008         this.killindicator_teamchange = targetteam;
1009
1010     if(!this.killindicator)
1011         {
1012                 if(!IS_DEAD(this))
1013                 {
1014                         killtime = max(killtime, this.clientkill_nexttime - time);
1015                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1016                 }
1017
1018                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1019                 {
1020                         ClientKill_Now(this);
1021                 }
1022                 else
1023                 {
1024                         starttime = max(time, clientkilltime);
1025
1026                         this.killindicator = spawn();
1027                         this.killindicator.owner = this;
1028                         this.killindicator.scale = 0.5;
1029                         setattachment(this.killindicator, this, "");
1030                         setorigin(this.killindicator, '0 0 52');
1031                         setthink(this.killindicator, KillIndicator_Think);
1032                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1033                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1034                         this.killindicator.cnt = ceil(killtime);
1035                         this.killindicator.count = bound(0, ceil(killtime), 10);
1036                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1037
1038                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1039                         {
1040                                 it.killindicator = spawn();
1041                                 it.killindicator.owner = it;
1042                                 it.killindicator.scale = 0.5;
1043                                 setattachment(it.killindicator, it, "");
1044                                 setorigin(it.killindicator, '0 0 52');
1045                                 setthink(it.killindicator, KillIndicator_Think);
1046                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1047                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1048                                 it.killindicator.cnt = ceil(killtime);
1049                         });
1050                         this.lip = 0;
1051                 }
1052         }
1053         if(this.killindicator)
1054         {
1055                 if(targetteam == 0) // just die
1056                 {
1057                         this.killindicator.colormod = '0 0 0';
1058                         if(IS_REAL_CLIENT(this))
1059                         if(this.killindicator.cnt > 0)
1060                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1061                 }
1062                 else if(targetteam == -1) // auto
1063                 {
1064                         this.killindicator.colormod = '0 1 0';
1065                         if(IS_REAL_CLIENT(this))
1066                         if(this.killindicator.cnt > 0)
1067                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1068                 }
1069                 else if(targetteam == -2) // spectate
1070                 {
1071                         this.killindicator.colormod = '0.5 0.5 0.5';
1072                         if(IS_REAL_CLIENT(this))
1073                         if(this.killindicator.cnt > 0)
1074                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1075                 }
1076                 else
1077                 {
1078                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1079                         if(IS_REAL_CLIENT(this))
1080                         if(this.killindicator.cnt > 0)
1081                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1082                 }
1083         }
1084
1085 }
1086
1087 void ClientKill (entity this)
1088 {
1089         if(game_stopped) return;
1090         if(this.player_blocked) return;
1091         if(STAT(FROZEN, this)) return;
1092
1093         ClientKill_TeamChange(this, 0);
1094 }
1095
1096 void FixClientCvars(entity e)
1097 {
1098         // send prediction settings to the client
1099         stuffcmd(e, "\nin_bindmap 0 0\n");
1100         if(autocvar_g_antilag == 3) // client side hitscan
1101                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1102         if(autocvar_sv_gentle)
1103                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1104
1105         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1106         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1107
1108         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1109
1110         MUTATOR_CALLHOOK(FixClientCvars, e);
1111 }
1112
1113 bool findinlist_abbrev(string tofind, string list)
1114 {
1115         if(list == "" || tofind == "")
1116                 return false; // empty list or search, just return
1117
1118         // this function allows abbreviated strings!
1119         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1120         {
1121                 return true;
1122         });
1123
1124         return false;
1125 }
1126
1127 bool PlayerInIPList(entity p, string iplist)
1128 {
1129         // some safety checks (never allow local?)
1130         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1131                 return false;
1132
1133         return findinlist_abbrev(p.netaddress, iplist);
1134 }
1135
1136 bool PlayerInIDList(entity p, string idlist)
1137 {
1138         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1139         if(!p.crypto_idfp)
1140                 return false;
1141
1142         return findinlist_abbrev(p.crypto_idfp, idlist);
1143 }
1144
1145 bool PlayerInList(entity player, string list)
1146 {
1147         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1148 }
1149
1150 #ifdef DP_EXT_PRECONNECT
1151 /*
1152 =============
1153 ClientPreConnect
1154
1155 Called once (not at each match start) when a client begins a connection to the server
1156 =============
1157 */
1158 void ClientPreConnect(entity this)
1159 {
1160         if(autocvar_sv_eventlog)
1161         {
1162                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1163                         this.playerid,
1164                         etof(this),
1165                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1166                 ));
1167         }
1168 }
1169 #endif
1170
1171 string GetClientVersionMessage(entity this)
1172 {
1173         if (CS(this).version_mismatch) {
1174                 if(CS(this).version < autocvar_gameversion) {
1175                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1176                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1177                 } else {
1178                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1179                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1180                 }
1181         } else {
1182                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1183         }
1184 }
1185
1186 string getwelcomemessage(entity this)
1187 {
1188         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1189         string modifications = M_ARGV(0, string);
1190
1191         if(g_weaponarena)
1192         {
1193                 if(g_weaponarena_random)
1194                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1195                 else
1196                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1197         }
1198         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1199                 modifications = strcat(modifications, ", No start weapons");
1200         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1201                 modifications = strcat(modifications, ", Low gravity");
1202         if(g_weapon_stay && !g_cts)
1203                 modifications = strcat(modifications, ", Weapons stay");
1204         if(g_jetpack)
1205                 modifications = strcat(modifications, ", Jet pack");
1206         if(autocvar_g_powerups == 0)
1207                 modifications = strcat(modifications, ", No powerups");
1208         if(autocvar_g_powerups > 0)
1209                 modifications = strcat(modifications, ", Powerups");
1210         modifications = substring(modifications, 2, strlen(modifications) - 2);
1211
1212         string versionmessage = GetClientVersionMessage(this);
1213         string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1214
1215         if(modifications != "")
1216                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1217
1218         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1219         {
1220                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1221                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1222         }
1223
1224         if (cache_mutatormsg != "") {
1225                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1226         }
1227
1228         string mutator_msg = "";
1229         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1230         mutator_msg = M_ARGV(0, string);
1231
1232         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1233
1234         string motd = autocvar_sv_motd;
1235         if (motd != "") {
1236                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1237         }
1238         return s;
1239 }
1240
1241 /**
1242 =============
1243 ClientConnect
1244
1245 Called when a client connects to the server
1246 =============
1247 */
1248 void ClientConnect(entity this)
1249 {
1250         if (Ban_MaybeEnforceBanOnce(this)) return;
1251         assert(!IS_CLIENT(this), return);
1252         this.flags |= FL_CLIENT;
1253         assert(player_count >= 0, player_count = 0);
1254
1255 #ifdef WATERMARK
1256         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1257 #endif
1258         TRANSMUTE(Client, this);
1259         CS(this).version_nagtime = time + 10 + random() * 10;
1260
1261         // identify the right forced team
1262         if (autocvar_g_campaign)
1263         {
1264                 if (IS_REAL_CLIENT(this)) // only players, not bots
1265                 {
1266                         switch (autocvar_g_campaign_forceteam)
1267                         {
1268                                 case 1: this.team_forced = NUM_TEAM_1; break;
1269                                 case 2: this.team_forced = NUM_TEAM_2; break;
1270                                 case 3: this.team_forced = NUM_TEAM_3; break;
1271                                 case 4: this.team_forced = NUM_TEAM_4; break;
1272                                 default: this.team_forced = 0;
1273                         }
1274                 }
1275         }
1276         else if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1277         else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1278         else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1279         else if (PlayerInList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1280         else switch (autocvar_g_forced_team_otherwise)
1281         {
1282                 default: this.team_forced = 0; break;
1283                 case "red": this.team_forced = NUM_TEAM_1; break;
1284                 case "blue": this.team_forced = NUM_TEAM_2; break;
1285                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1286                 case "pink": this.team_forced = NUM_TEAM_4; break;
1287                 case "spectate":
1288                 case "spectator":
1289                         this.team_forced = -1;
1290                         break;
1291         }
1292         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1293
1294         int playerid_save = this.playerid;
1295         this.playerid = 0; // silent
1296         TeamBalance_JoinBestTeam(this, false); // if the team number is valid, keep it
1297         this.playerid = playerid_save;
1298
1299         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1300                 TRANSMUTE(Observer, this);
1301         } else {
1302                 if (!teamplay || autocvar_g_balance_teams) {
1303                         TRANSMUTE(Player, this);
1304                         campaign_bots_may_start = true;
1305                 } else {
1306                         TRANSMUTE(Observer, this); // do it anyway
1307                 }
1308         }
1309
1310         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1311
1312         // always track bots, don't ask for cl_allow_uidtracking
1313         if (IS_BOT_CLIENT(this))
1314                 PlayerStats_GameReport_AddPlayer(this);
1315         else
1316                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1317
1318         if (autocvar_sv_eventlog)
1319                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1320
1321         LogTeamchange(this.playerid, this.team, TEAM_CHANGE_CONNECT);
1322
1323         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1324
1325         if(teamplay && IS_PLAYER(this))
1326                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1327         else
1328                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1329
1330         stuffcmd(this, clientstuff, "\n");
1331         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1332
1333         FixClientCvars(this);
1334
1335         // get version info from player
1336         stuffcmd(this, "cmd clientversion $gameversion\n");
1337
1338         // notify about available teams
1339         if (teamplay)
1340         {
1341                 entity balance = TeamBalance_CheckAllowedTeams(this);
1342                 int t = TeamBalance_GetAllowedTeams(balance);
1343                 TeamBalance_Destroy(balance);
1344                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1345         }
1346         else
1347         {
1348                 stuffcmd(this, "set _teams_available 0\n");
1349         }
1350
1351         bot_relinkplayerlist();
1352
1353         CS(this).spectatortime = time;
1354         if (blockSpectators)
1355         {
1356                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1357         }
1358
1359         CS(this).jointime = time;
1360
1361         if (IS_REAL_CLIENT(this))
1362         {
1363                 if (g_weaponarena_weapons == WEPSET(TUBA))
1364                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1365         }
1366
1367         if (!sv_foginterval && world.fog != "")
1368                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1369
1370         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1371                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1372                         send_CSQC_teamnagger();
1373
1374         CSQCMODEL_AUTOINIT(this);
1375
1376         CS(this).model_randomizer = random();
1377
1378         if (IS_REAL_CLIENT(this))
1379                 sv_notice_join(this);
1380
1381         // update physics stats (players can spawn before physics runs)
1382         Physics_UpdateStats(this);
1383
1384         IL_EACH(g_initforplayer, it.init_for_player, {
1385                 it.init_for_player(it, this);
1386         });
1387
1388         Handicap_Initialize(this);
1389
1390         MUTATOR_CALLHOOK(ClientConnect, this);
1391
1392         if (IS_REAL_CLIENT(this))
1393         {
1394                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1395                 {
1396                         CS(this).motd_actived_time = -1;
1397                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1398                 }
1399         }
1400 }
1401 /*
1402 =============
1403 ClientDisconnect
1404
1405 Called when a client disconnects from the server
1406 =============
1407 */
1408 .entity chatbubbleentity;
1409 void ReadyCount();
1410 void ClientDisconnect(entity this)
1411 {
1412         assert(IS_CLIENT(this), return);
1413
1414         PlayerStats_GameReport_FinalizePlayer(this);
1415         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1416         if (CS(this).active_minigame) part_minigame(this);
1417         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1418
1419         if (autocvar_sv_eventlog)
1420                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1421
1422         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1423
1424         if(IS_SPEC(this))
1425                 SetSpectatee(this, NULL);
1426
1427     MUTATOR_CALLHOOK(ClientDisconnect, this);
1428
1429         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1430         strfree(CS(this).weaponorder_byimpulse);
1431         ClientState_detach(this);
1432
1433         Portal_ClearAll(this);
1434
1435         Unfreeze(this);
1436
1437         RemoveGrapplingHooks(this);
1438
1439         // Here, everything has been done that requires this player to be a client.
1440
1441         this.flags &= ~FL_CLIENT;
1442
1443         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1444         if (this.killindicator) delete(this.killindicator);
1445
1446         WaypointSprite_PlayerGone(this);
1447
1448         bot_relinkplayerlist();
1449
1450         strfree(this.clientstatus);
1451         if (this.personal) delete(this.personal);
1452
1453         this.playerid = 0;
1454         ReadyCount();
1455         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1456
1457         ONREMOVE(this);
1458 }
1459
1460 void ChatBubbleThink(entity this)
1461 {
1462         this.nextthink = time;
1463         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1464         {
1465                 if(this.owner) // but why can that ever be NULL?
1466                         this.owner.chatbubbleentity = NULL;
1467                 delete(this);
1468                 return;
1469         }
1470
1471         this.mdl = "";
1472
1473         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1474         {
1475                 if ( CS(this.owner).active_minigame )
1476                         this.mdl = "models/sprites/minigame_busy.iqm";
1477                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1478                         this.mdl = "models/misc/chatbubble.spr";
1479         }
1480
1481         if ( this.model != this.mdl )
1482                 _setmodel(this, this.mdl);
1483
1484 }
1485
1486 void UpdateChatBubble(entity this)
1487 {
1488         if (this.alpha < 0)
1489                 return;
1490         // spawn a chatbubble entity if needed
1491         if (!this.chatbubbleentity)
1492         {
1493                 this.chatbubbleentity = new(chatbubbleentity);
1494                 this.chatbubbleentity.owner = this;
1495                 this.chatbubbleentity.exteriormodeltoclient = this;
1496                 setthink(this.chatbubbleentity, ChatBubbleThink);
1497                 this.chatbubbleentity.nextthink = time;
1498                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1499                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1500                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1501                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1502                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1503                 //this.chatbubbleentity.model = "";
1504                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1505         }
1506 }
1507
1508
1509 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1510 // added to the model skins
1511 /*void UpdateColorModHack()
1512 {
1513         float c;
1514         c = this.clientcolors & 15;
1515         // LordHavoc: only bothering to support white, green, red, yellow, blue
1516              if (!teamplay) this.colormod = '0 0 0';
1517         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1518         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1519         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1520         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1521         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1522         else this.colormod = '1 1 1';
1523 }*/
1524
1525 void respawn(entity this)
1526 {
1527         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1528         {
1529                 this.solid = SOLID_NOT;
1530                 this.takedamage = DAMAGE_NO;
1531                 set_movetype(this, MOVETYPE_FLY);
1532                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1533                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1534                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1535                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1536                 if(autocvar_g_respawn_ghosts_maxtime)
1537                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1538         }
1539
1540         CopyBody(this, 1);
1541
1542         this.effects |= EF_NODRAW; // prevent another CopyBody
1543         PutClientInServer(this);
1544 }
1545
1546 void PrintToChat(entity client, string text)
1547 {
1548         text = strcat("\{1}^7", text, "\n");
1549         sprint(client, text);
1550 }
1551
1552 void DebugPrintToChat(entity client, string text)
1553 {
1554         if (autocvar_developer)
1555         {
1556                 PrintToChat(client, text);
1557         }
1558 }
1559
1560 void PrintToChatAll(string text)
1561 {
1562         text = strcat("\{1}^7", text, "\n");
1563         bprint(text);
1564 }
1565
1566 void DebugPrintToChatAll(string text)
1567 {
1568         if (autocvar_developer)
1569         {
1570                 PrintToChatAll(text);
1571         }
1572 }
1573
1574 void PrintToChatTeam(int team_num, string text)
1575 {
1576         text = strcat("\{1}^7", text, "\n");
1577         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1578         {
1579                 if (it.team == team_num)
1580                 {
1581                         sprint(it, text);
1582                 }
1583         });
1584 }
1585
1586 void DebugPrintToChatTeam(int team_num, string text)
1587 {
1588         if (autocvar_developer)
1589         {
1590                 PrintToChatTeam(team_num, text);
1591         }
1592 }
1593
1594 void play_countdown(entity this, float finished, Sound samp)
1595 {
1596     TC(Sound, samp);
1597         if(IS_REAL_CLIENT(this))
1598                 if(floor(finished - time - frametime) != floor(finished - time))
1599                         if(finished - time < 6)
1600                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1601 }
1602
1603 void player_powerups(entity this)
1604 {
1605         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1606         int items_prev = this.items;
1607
1608         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1609                 this.modelflags |= MF_ROCKET;
1610         else
1611                 this.modelflags &= ~MF_ROCKET;
1612
1613         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1614
1615         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1616                 return;
1617
1618         Fire_ApplyDamage(this);
1619         Fire_ApplyEffect(this);
1620
1621         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1622         {
1623                 if (this.items & ITEM_Strength.m_itemid)
1624                 {
1625                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1626                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1627                         if (time > this.strength_finished)
1628                         {
1629                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1630                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1631                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1632                         }
1633                 }
1634                 else
1635                 {
1636                         if (time < this.strength_finished)
1637                         {
1638                                 this.items = this.items | ITEM_Strength.m_itemid;
1639                                 if(!g_cts)
1640                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1641                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1642                         }
1643                 }
1644                 if (this.items & ITEM_Shield.m_itemid)
1645                 {
1646                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1647                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1648                         if (time > this.invincible_finished)
1649                         {
1650                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1651                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1652                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1653                         }
1654                 }
1655                 else
1656                 {
1657                         if (time < this.invincible_finished)
1658                         {
1659                                 this.items = this.items | ITEM_Shield.m_itemid;
1660                                 if(!g_cts)
1661                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1662                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1663                         }
1664                 }
1665                 if (this.items & IT_SUPERWEAPON)
1666                 {
1667                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1668                         {
1669                                 this.superweapons_finished = 0;
1670                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1671                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1672                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1673                         }
1674                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1675                         {
1676                                 // don't let them run out
1677                         }
1678                         else
1679                         {
1680                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1681                                 if (time > this.superweapons_finished)
1682                                 {
1683                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1684                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1685                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1686                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1687                                 }
1688                         }
1689                 }
1690                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1691                 {
1692                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1693                         {
1694                                 this.items = this.items | IT_SUPERWEAPON;
1695                                 if(!g_cts)
1696                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1697                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1698                         }
1699                         else
1700                         {
1701                                 this.superweapons_finished = 0;
1702                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1703                         }
1704                 }
1705                 else
1706                 {
1707                         this.superweapons_finished = 0;
1708                 }
1709         }
1710
1711         if(autocvar_g_nodepthtestplayers)
1712                 this.effects = this.effects | EF_NODEPTHTEST;
1713
1714         if(autocvar_g_fullbrightplayers)
1715                 this.effects = this.effects | EF_FULLBRIGHT;
1716
1717         if (time >= game_starttime)
1718         if (time < this.spawnshieldtime)
1719                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1720
1721         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1722 }
1723
1724 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1725 {
1726         if(current > stable)
1727                 return current;
1728         else if(current > stable - 0.25) // when close enough, "snap"
1729                 return stable;
1730         else
1731                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1732 }
1733
1734 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1735 {
1736         if(current < stable)
1737                 return current;
1738         else if(current < stable + 0.25) // when close enough, "snap"
1739                 return stable;
1740         else
1741                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1742 }
1743
1744 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1745 {
1746         if(current > rotstable)
1747         {
1748                 if(rotframetime > 0)
1749                 {
1750                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1751                         current = max(rotstable, current - rotlinear * rotframetime);
1752                 }
1753         }
1754         else if(current < regenstable)
1755         {
1756                 if(regenframetime > 0)
1757                 {
1758                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1759                         current = min(regenstable, current + regenlinear * regenframetime);
1760                 }
1761         }
1762
1763         if(current > limit)
1764                 current = limit;
1765
1766         return current;
1767 }
1768
1769 void player_regen(entity this)
1770 {
1771         float max_mod, regen_mod, rot_mod, limit_mod;
1772         max_mod = regen_mod = rot_mod = limit_mod = 1;
1773
1774         float regen_health = autocvar_g_balance_health_regen;
1775         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1776         float regen_health_rot = autocvar_g_balance_health_rot;
1777         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1778         float regen_health_stable = autocvar_g_balance_health_regenstable;
1779         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1780         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1781                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1782         max_mod = M_ARGV(1, float);
1783         regen_mod = M_ARGV(2, float);
1784         rot_mod = M_ARGV(3, float);
1785         limit_mod = M_ARGV(4, float);
1786         regen_health = M_ARGV(5, float);
1787         regen_health_linear = M_ARGV(6, float);
1788         regen_health_rot = M_ARGV(7, float);
1789         regen_health_rotlinear = M_ARGV(8, float);
1790         regen_health_stable = M_ARGV(9, float);
1791         regen_health_rotstable = M_ARGV(10, float);
1792
1793         if(!mutator_returnvalue)
1794         if(!STAT(FROZEN, this))
1795         {
1796                 float mina, maxa, limith, limita;
1797                 maxa = autocvar_g_balance_armor_rotstable;
1798                 mina = autocvar_g_balance_armor_regenstable;
1799                 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1800                 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1801
1802                 regen_health_rotstable = regen_health_rotstable * max_mod;
1803                 regen_health_stable = regen_health_stable * max_mod;
1804                 limith = limith * limit_mod;
1805                 limita = limita * limit_mod;
1806
1807                 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1808                 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1809         }
1810
1811         // if player rotted to death...  die!
1812         // check this outside above checks, as player may still be able to rot to death
1813         if(this.health < 1)
1814         {
1815                 if(this.vehicle)
1816                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1817                 if(this.event_damage)
1818                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1819         }
1820
1821         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1822         {
1823                 float minf, maxf, limitf;
1824
1825                 maxf = autocvar_g_balance_fuel_rotstable;
1826                 minf = autocvar_g_balance_fuel_regenstable;
1827                 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1828
1829                 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1830         }
1831         // Ugly hack to make sure the health and armor don't go beyond hard limit.
1832         // TODO: Remove this hack when all code uses GivePlayerHealth and
1833         // GivePlayerArmor.
1834         if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1835         {
1836                 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1837         }
1838         if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1839         {
1840                 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1841         }
1842         // End hack.
1843 }
1844
1845 bool zoomstate_set;
1846 void SetZoomState(entity this, float newzoom)
1847 {
1848         if(newzoom != CS(this).zoomstate)
1849         {
1850                 CS(this).zoomstate = newzoom;
1851                 ClientData_Touch(this);
1852         }
1853         zoomstate_set = true;
1854 }
1855
1856 void GetPressedKeys(entity this)
1857 {
1858         MUTATOR_CALLHOOK(GetPressedKeys, this);
1859         int keys = STAT(PRESSED_KEYS, this);
1860         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1861         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1862         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1863         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1864
1865         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1866         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1867         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1868         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1869         CS(this).pressedkeys = keys; // store for other users
1870
1871         STAT(PRESSED_KEYS, this) = keys;
1872 }
1873
1874 /*
1875 ======================
1876 spectate mode routines
1877 ======================
1878 */
1879
1880 void SpectateCopy(entity this, entity spectatee)
1881 {
1882     TC(Client, this); TC(Client, spectatee);
1883
1884         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1885         PS(this) = PS(spectatee);
1886         this.armortype = spectatee.armortype;
1887         this.armorvalue = spectatee.armorvalue;
1888         this.ammo_cells = spectatee.ammo_cells; // TODO: these will be a part of inventory, so no need to worry about setting them later!
1889         this.ammo_plasma = spectatee.ammo_plasma;
1890         this.ammo_shells = spectatee.ammo_shells;
1891         this.ammo_nails = spectatee.ammo_nails;
1892         this.ammo_rockets = spectatee.ammo_rockets;
1893         this.ammo_fuel = spectatee.ammo_fuel;
1894         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1895         this.health = spectatee.health;
1896         CS(this).impulse = 0;
1897         this.items = spectatee.items;
1898         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1899         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1900         this.strength_finished = spectatee.strength_finished;
1901         this.invincible_finished = spectatee.invincible_finished;
1902         this.superweapons_finished = spectatee.superweapons_finished;
1903         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1904         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1905         this.punchangle = spectatee.punchangle;
1906         this.view_ofs = spectatee.view_ofs;
1907         this.velocity = spectatee.velocity;
1908         this.dmg_take = spectatee.dmg_take;
1909         this.dmg_save = spectatee.dmg_save;
1910         this.dmg_inflictor = spectatee.dmg_inflictor;
1911         this.v_angle = spectatee.v_angle;
1912         this.angles = spectatee.v_angle;
1913         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1914         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1915         this.viewloc = spectatee.viewloc;
1916         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1917                 this.fixangle = true;
1918         setorigin(this, spectatee.origin);
1919         setsize(this, spectatee.mins, spectatee.maxs);
1920         SetZoomState(this, CS(spectatee).zoomstate);
1921
1922     anticheat_spectatecopy(this, spectatee);
1923         STAT(HUD, this) = STAT(HUD, spectatee);
1924         if(spectatee.vehicle)
1925     {
1926         this.angles = spectatee.v_angle;
1927
1928         //this.fixangle = false;
1929         //this.velocity = spectatee.vehicle.velocity;
1930         this.vehicle_health = spectatee.vehicle_health;
1931         this.vehicle_shield = spectatee.vehicle_shield;
1932         this.vehicle_energy = spectatee.vehicle_energy;
1933         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1934         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1935         this.vehicle_reload1 = spectatee.vehicle_reload1;
1936         this.vehicle_reload2 = spectatee.vehicle_reload2;
1937
1938         //msg_entity = this;
1939
1940        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1941             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1942            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1943            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1944
1945         //WriteByte (MSG_ONE, SVC_SETVIEW);
1946         //    WriteEntity(MSG_ONE, this);
1947         //makevectors(spectatee.v_angle);
1948         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1949     }
1950 }
1951
1952 bool SpectateUpdate(entity this)
1953 {
1954         if(!this.enemy)
1955                 return false;
1956
1957         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1958         {
1959                 SetSpectatee(this, NULL);
1960                 return false;
1961         }
1962
1963         SpectateCopy(this, this.enemy);
1964
1965         return true;
1966 }
1967
1968 bool SpectateSet(entity this)
1969 {
1970         if(!IS_PLAYER(this.enemy))
1971                 return false;
1972
1973         ClientData_Touch(this.enemy);
1974
1975         msg_entity = this;
1976         WriteByte(MSG_ONE, SVC_SETVIEW);
1977         WriteEntity(MSG_ONE, this.enemy);
1978         set_movetype(this, MOVETYPE_NONE);
1979         accuracy_resend(this);
1980
1981         if(!SpectateUpdate(this))
1982                 PutObserverInServer(this);
1983
1984         return true;
1985 }
1986
1987 void SetSpectatee_status(entity this, int spectatee_num)
1988 {
1989         int oldspectatee_status = CS(this).spectatee_status;
1990         CS(this).spectatee_status = spectatee_num;
1991
1992         if (CS(this).spectatee_status != oldspectatee_status)
1993         {
1994                 ClientData_Touch(this);
1995                 if (g_race || g_cts) race_InitSpectator();
1996         }
1997 }
1998
1999 void SetSpectatee(entity this, entity spectatee)
2000 {
2001         if(IS_BOT_CLIENT(this))
2002                 return; // bots abuse .enemy, this code is useless to them
2003
2004         entity old_spectatee = this.enemy;
2005
2006         this.enemy = spectatee;
2007
2008         // WEAPONTODO
2009         // these are required to fix the spectator bug with arc
2010         if(old_spectatee)
2011         {
2012                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2013                 {
2014                         .entity weaponentity = weaponentities[slot];
2015                         if(old_spectatee.(weaponentity).arc_beam)
2016                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2017                 }
2018         }
2019         if(this.enemy)
2020         {
2021                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2022                 {
2023                         .entity weaponentity = weaponentities[slot];
2024                         if(this.enemy.(weaponentity).arc_beam)
2025                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2026                 }
2027         }
2028
2029         if (this.enemy)
2030                 SetSpectatee_status(this, etof(this.enemy));
2031
2032         // needed to update spectator list
2033         if(old_spectatee) { ClientData_Touch(old_spectatee); }
2034 }
2035
2036 bool Spectate(entity this, entity pl)
2037 {
2038         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
2039                 return false;
2040         pl = M_ARGV(1, entity);
2041
2042         SetSpectatee(this, pl);
2043         return SpectateSet(this);
2044 }
2045
2046 bool SpectateNext(entity this)
2047 {
2048         entity ent = find(this.enemy, classname, STR_PLAYER);
2049
2050         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
2051                 ent = M_ARGV(1, entity);
2052         else if (!ent)
2053                 ent = find(ent, classname, STR_PLAYER);
2054
2055         if(ent) { SetSpectatee(this, ent); }
2056
2057         return SpectateSet(this);
2058 }
2059
2060 bool SpectatePrev(entity this)
2061 {
2062         // NOTE: chain order is from the highest to the lower entnum (unlike find)
2063         entity ent = findchain(classname, STR_PLAYER);
2064         if (!ent) // no player
2065                 return false;
2066
2067         entity first = ent;
2068         // skip players until current spectated player
2069         if(this.enemy)
2070         while(ent && ent != this.enemy)
2071                 ent = ent.chain;
2072
2073         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2074         {
2075                 case MUT_SPECPREV_FOUND:
2076                     ent = M_ARGV(1, entity);
2077                     break;
2078                 case MUT_SPECPREV_RETURN:
2079                     return true;
2080                 case MUT_SPECPREV_CONTINUE:
2081                 default:
2082                 {
2083                         if(ent.chain)
2084                                 ent = ent.chain;
2085                         else
2086                                 ent = first;
2087                         break;
2088                 }
2089         }
2090
2091         SetSpectatee(this, ent);
2092         return SpectateSet(this);
2093 }
2094
2095 /*
2096 =============
2097 ShowRespawnCountdown()
2098
2099 Update a respawn countdown display.
2100 =============
2101 */
2102 void ShowRespawnCountdown(entity this)
2103 {
2104         float number;
2105         if(!IS_DEAD(this)) // just respawned?
2106                 return;
2107         else
2108         {
2109                 number = ceil(this.respawn_time - time);
2110                 if(number <= 0)
2111                         return;
2112                 if(number <= this.respawn_countdown)
2113                 {
2114                         this.respawn_countdown = number - 1;
2115                         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
2116                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2117                 }
2118         }
2119 }
2120
2121 .bool team_selected;
2122 bool ShowTeamSelection(entity this)
2123 {
2124         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2125                 return false;
2126         stuffcmd(this, "menu_showteamselect\n");
2127         return true;
2128 }
2129 void Join(entity this)
2130 {
2131         TRANSMUTE(Player, this);
2132
2133         if(!this.team_selected)
2134         if(autocvar_g_campaign || autocvar_g_balance_teams)
2135                 TeamBalance_JoinBestTeam(this, true);
2136
2137         if(autocvar_g_campaign)
2138                 campaign_bots_may_start = true;
2139
2140         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2141
2142         PutClientInServer(this);
2143
2144         if(IS_PLAYER(this))
2145         if(teamplay && this.team != -1)
2146         {
2147                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2148         }
2149         else
2150                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2151         this.team_selected = false;
2152 }
2153
2154 /**
2155  * Determines whether the player is allowed to join. This depends on cvar
2156  * g_maxplayers, if it isn't used this function always return true, otherwise
2157  * it checks whether the number of currently playing players exceeds g_maxplayers.
2158  * @return int number of free slots for players, 0 if none
2159  */
2160 int nJoinAllowed(entity this, entity ignore)
2161 {
2162         if(!ignore)
2163         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2164         // so report 0 free slots if restricted
2165         {
2166                 if(autocvar_g_forced_team_otherwise == "spectate")
2167                         return 0;
2168                 if(autocvar_g_forced_team_otherwise == "spectator")
2169                         return 0;
2170         }
2171
2172         if(this && this.team_forced < 0)
2173                 return 0; // forced spectators can never join
2174
2175         // TODO simplify this
2176         int totalClients = 0;
2177         int currentlyPlaying = 0;
2178         FOREACH_CLIENT(true, {
2179                 if(it != ignore)
2180                         ++totalClients;
2181                 if(IS_REAL_CLIENT(it))
2182                 if(IS_PLAYER(it) || it.caplayer)
2183                         ++currentlyPlaying;
2184         });
2185
2186         float free_slots = 0;
2187         if (!autocvar_g_maxplayers)
2188                 free_slots = maxclients - totalClients;
2189         else if(currentlyPlaying < autocvar_g_maxplayers)
2190                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2191
2192         static float join_prevent_msg_time = 0;
2193         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2194         {
2195                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2196                 join_prevent_msg_time = time + 3;
2197         }
2198
2199         return free_slots;
2200 }
2201
2202 /**
2203  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2204  * g_maxplayers_spectator_blocktime seconds
2205  */
2206 void checkSpectatorBlock(entity this)
2207 {
2208         if(IS_SPEC(this) || IS_OBSERVER(this))
2209         if(!this.caplayer)
2210         if(IS_REAL_CLIENT(this))
2211         {
2212                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2213                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2214                         dropclient(this);
2215                 }
2216         }
2217 }
2218
2219 void PrintWelcomeMessage(entity this)
2220 {
2221         if(CS(this).motd_actived_time == 0)
2222         {
2223                 if (autocvar_g_campaign) {
2224                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2225                                 CS(this).motd_actived_time = time;
2226                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2227                         }
2228                 } else {
2229                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2230                                 CS(this).motd_actived_time = time;
2231                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2232                         }
2233                 }
2234         }
2235         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2236         {
2237                 if (autocvar_g_campaign) {
2238                         if (PHYS_INPUT_BUTTON_INFO(this))
2239                                 CS(this).motd_actived_time = time;
2240                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2241                                 CS(this).motd_actived_time = 0;
2242                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2243                         }
2244                 } else {
2245                         if (PHYS_INPUT_BUTTON_INFO(this))
2246                                 CS(this).motd_actived_time = time;
2247                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2248                                 CS(this).motd_actived_time = 0;
2249                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2250                         }
2251                 }
2252         }
2253         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2254         {
2255                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2256                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2257                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2258                 {
2259                         // instanctly hide MOTD
2260                         CS(this).motd_actived_time = 0;
2261                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2262                 }
2263         }
2264 }
2265
2266 bool joinAllowed(entity this)
2267 {
2268         if (CS(this).version_mismatch) return false;
2269         if (!nJoinAllowed(this, this)) return false;
2270         if (teamplay && lockteams) return false;
2271         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2272         if (ShowTeamSelection(this)) return false;
2273         return true;
2274 }
2275
2276 .int items_added;
2277 .string shootfromfixedorigin;
2278 bool PlayerThink(entity this)
2279 {
2280         if (game_stopped || intermission_running) {
2281                 this.modelflags &= ~MF_ROCKET;
2282                 if(intermission_running)
2283                         IntermissionThink(this);
2284                 return false;
2285         }
2286
2287         if (timeout_status == TIMEOUT_ACTIVE) {
2288         // don't allow the player to turn around while game is paused
2289                 // FIXME turn this into CSQC stuff
2290                 this.v_angle = this.lastV_angle;
2291                 this.angles = this.lastV_angle;
2292                 this.fixangle = true;
2293         }
2294
2295         if (frametime) player_powerups(this);
2296
2297         if (IS_DEAD(this)) {
2298                 if (this.personal && g_race_qualifying) {
2299                         if (time > this.respawn_time) {
2300                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2301                                 respawn(this);
2302                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2303                         }
2304                 } else {
2305                         if (frametime) player_anim(this);
2306
2307                         if (this.respawn_flags & RESPAWN_DENY)
2308                         {
2309                                 STAT(RESPAWN_TIME, this) = 0;
2310                                 return false;
2311                         }
2312
2313                         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));
2314
2315                         switch(this.deadflag)
2316                         {
2317                                 case DEAD_DYING:
2318                                 {
2319                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2320                                                 this.deadflag = DEAD_RESPAWNING;
2321                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2322                                                 this.deadflag = DEAD_DEAD;
2323                                         break;
2324                                 }
2325                                 case DEAD_DEAD:
2326                                 {
2327                                         if (button_pressed)
2328                                                 this.deadflag = DEAD_RESPAWNABLE;
2329                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2330                                                 this.deadflag = DEAD_RESPAWNING;
2331                                         break;
2332                                 }
2333                                 case DEAD_RESPAWNABLE:
2334                                 {
2335                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2336                                                 this.deadflag = DEAD_RESPAWNING;
2337                                         break;
2338                                 }
2339                                 case DEAD_RESPAWNING:
2340                                 {
2341                                         if (time > this.respawn_time)
2342                                         {
2343                                                 this.respawn_time = time + 1; // only retry once a second
2344                                                 this.respawn_time_max = this.respawn_time;
2345                                                 respawn(this);
2346                                         }
2347                                         break;
2348                                 }
2349                         }
2350
2351                         ShowRespawnCountdown(this);
2352
2353                         if (this.respawn_flags & RESPAWN_SILENT)
2354                                 STAT(RESPAWN_TIME, this) = 0;
2355                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2356                         {
2357                                 if (time < this.respawn_time)
2358                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2359                                 else if (this.deadflag != DEAD_RESPAWNING)
2360                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2361                         }
2362                         else
2363                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2364                 }
2365
2366                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2367                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2368                         STAT(RESPAWN_TIME, this) *= -1;
2369
2370                 return false;
2371         }
2372
2373         FixPlayermodel(this);
2374
2375         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2376                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2377                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2378         }
2379
2380         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2381         //if(frametime)
2382         {
2383                 this.items &= ~this.items_added;
2384
2385                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2386                 {
2387                         .entity weaponentity = weaponentities[slot];
2388                         W_WeaponFrame(this, weaponentity);
2389                 }
2390
2391                 this.items_added = 0;
2392                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2393             this.items_added |= IT_FUEL;
2394
2395                 this.items |= this.items_added;
2396         }
2397
2398         player_regen(this);
2399
2400         // WEAPONTODO: Add a weapon request for this
2401         // rot vortex charge to the charge limit
2402         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2403         {
2404                 .entity weaponentity = weaponentities[slot];
2405                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2406                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2407         }
2408
2409         if (frametime) player_anim(this);
2410
2411         // secret status
2412         secrets_setstatus(this);
2413
2414         // monsters status
2415         monsters_setstatus(this);
2416
2417         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2418
2419         return true;
2420 }
2421
2422 .bool would_spectate;
2423 void ObserverThink(entity this)
2424 {
2425         if ( CS(this).impulse )
2426         {
2427                 MinigameImpulse(this, CS(this).impulse);
2428                 CS(this).impulse = 0;
2429         }
2430
2431         if (this.flags & FL_JUMPRELEASED) {
2432                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2433                         this.flags &= ~FL_JUMPRELEASED;
2434                         this.flags |= FL_SPAWNING;
2435                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2436                         this.flags &= ~FL_JUMPRELEASED;
2437                         if(SpectateNext(this)) {
2438                                 TRANSMUTE(Spectator, this);
2439                         }
2440                 } else {
2441                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2442                         set_movetype(this, preferred_movetype);
2443                 }
2444         } else {
2445                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2446                         this.flags |= FL_JUMPRELEASED;
2447                         if(this.flags & FL_SPAWNING)
2448                         {
2449                                 this.flags &= ~FL_SPAWNING;
2450                                 Join(this);
2451                                 return;
2452                         }
2453                 }
2454         }
2455 }
2456
2457 void SpectatorThink(entity this)
2458 {
2459         if ( CS(this).impulse )
2460         {
2461                 if(MinigameImpulse(this, CS(this).impulse))
2462                         CS(this).impulse = 0;
2463
2464                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2465                 {
2466                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2467                         CS(this).impulse = 0;
2468                         return;
2469                 }
2470         }
2471
2472         if (this.flags & FL_JUMPRELEASED) {
2473                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2474                         this.flags &= ~FL_JUMPRELEASED;
2475                         this.flags |= FL_SPAWNING;
2476                 } 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)) {
2477                         this.flags &= ~FL_JUMPRELEASED;
2478                         if(SpectateNext(this)) {
2479                                 TRANSMUTE(Spectator, this);
2480                         } else {
2481                                 TRANSMUTE(Observer, this);
2482                                 PutClientInServer(this);
2483                         }
2484                         CS(this).impulse = 0;
2485                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2486                         this.flags &= ~FL_JUMPRELEASED;
2487                         if(SpectatePrev(this)) {
2488                                 TRANSMUTE(Spectator, this);
2489                         } else {
2490                                 TRANSMUTE(Observer, this);
2491                                 PutClientInServer(this);
2492                         }
2493                         CS(this).impulse = 0;
2494                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2495                         this.would_spectate = false;
2496                         this.flags &= ~FL_JUMPRELEASED;
2497                         TRANSMUTE(Observer, this);
2498                         PutClientInServer(this);
2499                 } else {
2500                         if(!SpectateUpdate(this))
2501                         {
2502                                 if(!SpectateNext(this))
2503                                 {
2504                                         PutObserverInServer(this);
2505                                         this.would_spectate = true;
2506                                 }
2507                         }
2508                 }
2509         } else {
2510                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2511                         this.flags |= FL_JUMPRELEASED;
2512                         if(this.flags & FL_SPAWNING)
2513                         {
2514                                 this.flags &= ~FL_SPAWNING;
2515                                 Join(this);
2516                                 return;
2517                         }
2518                 }
2519                 if(!SpectateUpdate(this))
2520                         PutObserverInServer(this);
2521         }
2522
2523         this.flags |= FL_CLIENT | FL_NOTARGET;
2524 }
2525
2526 void vehicles_enter (entity pl, entity veh);
2527 void PlayerUseKey(entity this)
2528 {
2529         if (!IS_PLAYER(this))
2530                 return;
2531
2532         if(this.vehicle)
2533         {
2534                 if(!game_stopped)
2535                 {
2536                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2537                         return;
2538                 }
2539         }
2540         else if(autocvar_g_vehicles_enter)
2541         {
2542                 if(!STAT(FROZEN, this))
2543                 if(!IS_DEAD(this))
2544                 if(!game_stopped)
2545                 {
2546                         entity head, closest_target = NULL;
2547                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2548
2549                         while(head) // find the closest acceptable target to enter
2550                         {
2551                                 if(IS_VEHICLE(head))
2552                                 if(!IS_DEAD(head))
2553                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2554                                 if(head.takedamage != DAMAGE_NO)
2555                                 {
2556                                         if(closest_target)
2557                                         {
2558                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2559                                                 { closest_target = head; }
2560                                         }
2561                                         else { closest_target = head; }
2562                                 }
2563
2564                                 head = head.chain;
2565                         }
2566
2567                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2568                 }
2569         }
2570
2571         // a use key was pressed; call handlers
2572         MUTATOR_CALLHOOK(PlayerUseKey, this);
2573 }
2574
2575
2576 /*
2577 =============
2578 PlayerPreThink
2579
2580 Called every frame for each client before the physics are run
2581 =============
2582 */
2583 .float last_vehiclecheck;
2584 void PlayerPreThink (entity this)
2585 {
2586         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2587         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2588
2589         WarpZone_PlayerPhysics_FixVAngle(this);
2590
2591         if (frametime) {
2592                 // physics frames: update anticheat stuff
2593                 anticheat_prethink(this);
2594         }
2595
2596         if (blockSpectators && frametime) {
2597                 // WORKAROUND: only use dropclient in server frames (frametime set).
2598                 // Never use it in cl_movement frames (frametime zero).
2599                 checkSpectatorBlock(this);
2600         }
2601
2602         zoomstate_set = false;
2603
2604         // Check for nameless players
2605         if (this.netname == "" || this.netname != CS(this).netname_previous)
2606         {
2607                 bool assume_unchanged = (CS(this).netname_previous == "");
2608                 if (isInvisibleString(this.netname))
2609                 {
2610                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2611                         assume_unchanged = false;
2612                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2613                 }
2614                 if (!assume_unchanged && autocvar_sv_eventlog)
2615                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2616                 strcpy(CS(this).netname_previous, this.netname);
2617         }
2618
2619         // version nagging
2620         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2621         CS(this).version_nagtime = 0;
2622         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2623             // git client
2624         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2625             // git server
2626             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2627         } else {
2628             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2629             if (r < 0) { // old client
2630                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2631             } else if (r > 0) { // old server
2632                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2633             }
2634         }
2635     }
2636
2637         // GOD MODE info
2638         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2639         {
2640                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2641                 this.max_armorvalue = 0;
2642         }
2643
2644         if(IS_PLAYER(this))
2645         {
2646                 if (STAT(FROZEN, this) == 2)
2647                 {
2648                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2649                         this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2650                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2651
2652                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2653                                 Unfreeze(this);
2654                 }
2655                 else if (STAT(FROZEN, this) == 3)
2656                 {
2657                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2658                         this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2659
2660                         if (this.health < 1)
2661                         {
2662                                 if (this.vehicle)
2663                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2664                                 if(this.event_damage)
2665                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2666                         }
2667                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2668                                 Unfreeze(this);
2669                 }
2670         }
2671
2672         MUTATOR_CALLHOOK(PlayerPreThink, this);
2673
2674         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2675         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2676         {
2677                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2678                 {
2679                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2680                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2681                         {
2682                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2683                         }
2684                         else if(!it.owner)
2685                         {
2686                                 if(!it.team || SAME_TEAM(this, it))
2687                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2688                                 else if(autocvar_g_vehicles_steal)
2689                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2690                         }
2691                 });
2692
2693                 this.last_vehiclecheck = time + 1;
2694         }
2695
2696         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2697         {
2698                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2699                         PlayerUseKey(this);
2700                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2701         }
2702
2703         if (IS_REAL_CLIENT(this))
2704                 PrintWelcomeMessage(this);
2705
2706         if (IS_PLAYER(this)) {
2707                 if(!PlayerThink(this))
2708                         return;
2709         }
2710         else if (game_stopped || intermission_running) {
2711                 if(intermission_running)
2712                         IntermissionThink(this);
2713                 return;
2714         }
2715         else if (IS_OBSERVER(this)) {
2716                 ObserverThink(this);
2717         }
2718         else if (IS_SPEC(this)) {
2719                 SpectatorThink(this);
2720         }
2721
2722         // WEAPONTODO: Add weapon request for this
2723         if (!zoomstate_set) {
2724                 bool wep_zoomed = false;
2725                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2726                 {
2727                         .entity weaponentity = weaponentities[slot];
2728                         Weapon thiswep = this.(weaponentity).m_weapon;
2729                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2730                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2731                 }
2732                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2733     }
2734
2735         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2736         {
2737                 CS(this).teamkill_soundtime = 0;
2738
2739                 entity e = CS(this).teamkill_soundsource;
2740                 entity oldpusher = e.pusher;
2741                 e.pusher = this;
2742                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2743                 e.pusher = oldpusher;
2744         }
2745
2746         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2747                 CS(this).taunt_soundtime = 0;
2748                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2749         }
2750
2751         target_voicescript_next(this);
2752
2753         // WEAPONTODO: Move into weaponsystem somehow
2754         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2755         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2756         {
2757                 .entity weaponentity = weaponentities[slot];
2758                 if(this.(weaponentity).m_weapon == WEP_Null)
2759                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2760         }
2761 }
2762
2763 void DrownPlayer(entity this)
2764 {
2765         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2766                 return;
2767
2768         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2769         {
2770                 if(this.air_finished < time)
2771                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2772                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2773         }
2774         else if (this.air_finished < time)
2775         {       // drown!
2776                 if (this.pain_finished < time)
2777                 {
2778                         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');
2779                         this.pain_finished = time + 0.5;
2780                 }
2781         }
2782 }
2783
2784 .bool move_qcphysics;
2785
2786 void Player_Physics(entity this)
2787 {
2788         set_movetype(this, this.move_movetype);
2789
2790         if(!this.move_qcphysics)
2791                 return;
2792
2793         if(!frametime && !CS(this).pm_frametime)
2794                 return;
2795
2796         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2797
2798         CS(this).pm_frametime = 0;
2799 }
2800
2801 /*
2802 =============
2803 PlayerPostThink
2804
2805 Called every frame for each client after the physics are run
2806 =============
2807 */
2808 void PlayerPostThink (entity this)
2809 {
2810         Player_Physics(this);
2811
2812         if (sv_maxidle > 0)
2813         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2814         if (IS_REAL_CLIENT(this))
2815         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2816         {
2817                 int totalClients = 0;
2818                 if(sv_maxidle_slots > 0)
2819                 {
2820                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2821                         {
2822                                 ++totalClients;
2823                         });
2824                 }
2825
2826                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2827                 { /* do nothing */ }
2828                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2829                 {
2830                         if (CS(this).idlekick_lasttimeleft)
2831                         {
2832                                 CS(this).idlekick_lasttimeleft = 0;
2833                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2834                         }
2835                 }
2836                 else
2837                 {
2838                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2839                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2840                                 if (!CS(this).idlekick_lasttimeleft)
2841                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2842                         }
2843                         if (timeleft <= 0) {
2844                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2845                                 dropclient(this);
2846                                 return;
2847                         }
2848                         else if (timeleft <= 10) {
2849                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2850                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2851                 }
2852                                 CS(this).idlekick_lasttimeleft = timeleft;
2853                         }
2854                 }
2855         }
2856
2857         CheatFrame(this);
2858
2859         if (game_stopped)
2860         {
2861                 this.solid = SOLID_NOT;
2862                 this.takedamage = DAMAGE_NO;
2863                 set_movetype(this, MOVETYPE_NONE);
2864         }
2865
2866         if (IS_PLAYER(this)) {
2867                 if(this.death_time == time && IS_DEAD(this))
2868                 {
2869                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2870                         // once all the damage events of this frame have been processed with normal size
2871                         this.maxs.z = 5;
2872                         setsize(this, this.mins, this.maxs);
2873                 }
2874                 DrownPlayer(this);
2875                 UpdateChatBubble(this);
2876                 if (CS(this).impulse) ImpulseCommands(this);
2877                 if (game_stopped)
2878                 {
2879                         CSQCMODEL_AUTOUPDATE(this);
2880                         return;
2881                 }
2882                 GetPressedKeys(this);
2883         }
2884
2885         if (this.waypointsprite_attachedforcarrier) {
2886             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2887                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2888     }
2889
2890         playerdemo_write(this);
2891
2892         CSQCMODEL_AUTOUPDATE(this);
2893 }
2894
2895 // hack to copy the button fields from the client entity to the Client State
2896 void PM_UpdateButtons(entity this, entity store)
2897 {
2898         if(this.impulse)
2899                 store.impulse = this.impulse;
2900         this.impulse = 0;
2901
2902         bool typing = this.buttonchat;
2903
2904         store.button0 = (typing) ? 0 : this.button0;
2905         //button1?!
2906         store.button2 = (typing) ? 0 : this.button2;
2907         store.button3 = (typing) ? 0 : this.button3;
2908         store.button4 = this.button4;
2909         store.button5 = (typing) ? 0 : this.button5;
2910         store.button6 = this.button6;
2911         store.button7 = this.button7;
2912         store.button8 = this.button8;
2913         store.button9 = this.button9;
2914         store.button10 = this.button10;
2915         store.button11 = this.button11;
2916         store.button12 = this.button12;
2917         store.button13 = this.button13;
2918         store.button14 = this.button14;
2919         store.button15 = this.button15;
2920         store.button16 = this.button16;
2921         store.buttonuse = this.buttonuse;
2922         store.buttonchat = this.buttonchat;
2923
2924         store.cursor_active = this.cursor_active;
2925         store.cursor_screen = this.cursor_screen;
2926         store.cursor_trace_start = this.cursor_trace_start;
2927         store.cursor_trace_endpos = this.cursor_trace_endpos;
2928         store.cursor_trace_ent = this.cursor_trace_ent;
2929
2930         store.ping = this.ping;
2931         store.ping_packetloss = this.ping_packetloss;
2932         store.ping_movementloss = this.ping_movementloss;
2933
2934         store.v_angle = this.v_angle;
2935         store.movement = (typing) ? '0 0 0' : this.movement;
2936 }
2937
2938 NET_HANDLE(fpsreport, bool)
2939 {
2940         int fps = ReadShort();
2941         PlayerScore_Set(sender, SP_FPS, fps);
2942         return true;
2943 }