Merged Lyberta/GivePlayerAmmo into Lyberta/RandomStartWeapons.
[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 "g_damage.qh"
16 #include "g_hook.qh"
17 #include "command/common.qh"
18 #include "cheats.qh"
19 #include "g_world.qh"
20 #include "race.qh"
21 #include "antilag.qh"
22 #include "campaign.qh"
23 #include "command/common.qh"
24 #include "scores_rules.qh"
25
26 #include "bot/api.qh"
27
28 #include "../common/ent_cs.qh"
29 #include "../common/wepent.qh"
30 #include <common/state.qh>
31
32 #include <common/effects/qc/globalsound.qh>
33
34 #include "../common/triggers/func/conveyor.qh"
35 #include "../common/triggers/teleporters.qh"
36
37 #include "../common/vehicles/all.qh"
38
39 #include "weapons/hitplot.qh"
40 #include "weapons/weaponsystem.qh"
41
42 #include "../common/net_notice.qh"
43 #include "../common/net_linked.qh"
44 #include "../common/physics/player.qh"
45
46 #include "../common/items/_mod.qh"
47
48 #include "../common/mutators/mutator/waypoints/all.qh"
49
50 #include "../common/triggers/subs.qh"
51 #include "../common/triggers/triggers.qh"
52 #include "../common/triggers/trigger/secret.qh"
53
54 #include "../common/minigames/sv_minigames.qh"
55
56 #include "../common/items/inventory.qh"
57
58 #include "../common/monsters/sv_monsters.qh"
59
60 #include "../lib/warpzone/server.qh"
61
62 STATIC_METHOD(Client, Add, void(Client this, int _team))
63 {
64     ClientConnect(this);
65     TRANSMUTE(Player, this);
66     this.frame = 12; // 7
67     this.team = _team;
68     PutClientInServer(this);
69 }
70
71 void PutObserverInServer(entity this);
72
73 STATIC_METHOD(Client, Remove, void(Client this))
74 {
75     TRANSMUTE(Observer, this);
76     PutClientInServer(this);
77     ClientDisconnect(this);
78 }
79
80 void send_CSQC_teamnagger() {
81         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
82 }
83
84 int CountSpectators(entity player, entity to)
85 {
86         if(!player) { return 0; } // not sure how, but best to be safe
87
88         int spec_count = 0;
89
90         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
91         {
92                 spec_count++;
93         });
94
95         return spec_count;
96 }
97
98 void WriteSpectators(entity player, entity to)
99 {
100         if(!player) { return; } // not sure how, but best to be safe
101
102         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
103         {
104                 WriteByte(MSG_ENTITY, num_for_edict(it));
105         });
106 }
107
108 bool ClientData_Send(entity this, entity to, int sf)
109 {
110         assert(to == this.owner, return false);
111
112         entity e = to;
113         if (IS_SPEC(e)) e = e.enemy;
114
115         sf = 0;
116         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
117         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
118         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
119         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
120
121         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
122         WriteByte(MSG_ENTITY, sf);
123
124         if (sf & BIT(1))
125                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
126
127         if(sf & BIT(4))
128         {
129                 float specs = CountSpectators(e, to);
130                 WriteByte(MSG_ENTITY, specs);
131                 WriteSpectators(e, to);
132         }
133
134         return true;
135 }
136
137 void ClientData_Attach(entity this)
138 {
139         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
140         CS(this).clientdata.drawonlytoclient = this;
141         CS(this).clientdata.owner = this;
142 }
143
144 void ClientData_Detach(entity this)
145 {
146         delete(CS(this).clientdata);
147         CS(this).clientdata = NULL;
148 }
149
150 void ClientData_Touch(entity e)
151 {
152         CS(e).clientdata.SendFlags = 1;
153
154         // make it spectatable
155         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
156 }
157
158 void SetSpectatee(entity this, entity spectatee);
159 void SetSpectatee_status(entity this, int spectatee_num);
160
161
162 /*
163 =============
164 CheckPlayerModel
165
166 Checks if the argument string can be a valid playermodel.
167 Returns a valid one in doubt.
168 =============
169 */
170 string FallbackPlayerModel;
171 string CheckPlayerModel(string plyermodel) {
172         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
173         {
174                 // note: we cannot summon Don Strunzone here, some player may
175                 // still have the model string set. In case anyone manages how
176                 // to change a cvar default, we'll have a small leak here.
177                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
178         }
179         // only in right path
180         if( substring(plyermodel,0,14) != "models/player/")
181                 return FallbackPlayerModel;
182         // only good file extensions
183         if(substring(plyermodel,-4,4) != ".zym")
184         if(substring(plyermodel,-4,4) != ".dpm")
185         if(substring(plyermodel,-4,4) != ".iqm")
186         if(substring(plyermodel,-4,4) != ".md3")
187         if(substring(plyermodel,-4,4) != ".psk")
188                 return FallbackPlayerModel;
189         // forbid the LOD models
190         if(substring(plyermodel, -9,5) == "_lod1")
191                 return FallbackPlayerModel;
192         if(substring(plyermodel, -9,5) == "_lod2")
193                 return FallbackPlayerModel;
194         if(plyermodel != strtolower(plyermodel))
195                 return FallbackPlayerModel;
196         // also, restrict to server models
197         if(autocvar_sv_servermodelsonly)
198         {
199                 if(!fexists(plyermodel))
200                         return FallbackPlayerModel;
201         }
202         return plyermodel;
203 }
204
205 void setplayermodel(entity e, string modelname)
206 {
207         precache_model(modelname);
208         _setmodel(e, modelname);
209         player_setupanimsformodel(e);
210         if(!autocvar_g_debug_globalsounds)
211                 UpdatePlayerSounds(e);
212 }
213
214 void FixPlayermodel(entity player);
215 /** putting a client as observer in the server */
216 void PutObserverInServer(entity this)
217 {
218     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
219         PlayerState_detach(this);
220
221         if (IS_PLAYER(this) && this.health >= 1) {
222         // despawn effect
223                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
224     }
225
226     {
227         entity spot = SelectSpawnPoint(this, true);
228         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
229         this.angles = vec2(spot.angles);
230         this.fixangle = true;
231         // offset it so that the spectator spawns higher off the ground, looks better this way
232         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
233         if (IS_REAL_CLIENT(this))
234         {
235             msg_entity = this;
236             WriteByte(MSG_ONE, SVC_SETVIEW);
237             WriteEntity(MSG_ONE, this);
238         }
239         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
240         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
241         if(!autocvar_g_debug_globalsounds)
242         {
243                 // needed for player sounds
244                 this.model = "";
245                 FixPlayermodel(this);
246         }
247         setmodel(this, MDL_Null);
248         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
249         this.view_ofs = '0 0 0';
250     }
251
252     RemoveGrapplingHooks(this);
253         Portal_ClearAll(this);
254         Unfreeze(this);
255         SetSpectatee(this, NULL);
256
257         if (this.alivetime)
258         {
259                 if (!warmup_stage)
260                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
261                 this.alivetime = 0;
262         }
263
264         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
265
266         WaypointSprite_PlayerDead(this);
267
268         if (mutator_returnvalue) {
269             // mutator prevents resetting teams+score
270         } else {
271                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
272         this.frags = FRAGS_SPECTATOR;
273         PlayerScore_Clear(this);  // clear scores when needed
274     }
275
276         if (CS(this).killcount != FRAGS_SPECTATOR)
277         {
278                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
279                 if(!game_stopped)
280                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
281                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
282
283                 if(!CS(this).just_joined)
284                         LogTeamchange(this.playerid, -1, 4);
285                 else
286                         CS(this).just_joined = false;
287         }
288
289         accuracy_resend(this);
290
291         CS(this).spectatortime = time;
292         if(this.bot_attack)
293                 IL_REMOVE(g_bot_targets, this);
294         this.bot_attack = false;
295     this.hud = HUD_NORMAL;
296         TRANSMUTE(Observer, this);
297         this.iscreature = false;
298         this.teleportable = TELEPORT_SIMPLE;
299         if(this.damagedbycontents)
300                 IL_REMOVE(g_damagedbycontents, this);
301         this.damagedbycontents = false;
302         this.health = FRAGS_SPECTATOR;
303         SetSpectatee_status(this, etof(this));
304         this.takedamage = DAMAGE_NO;
305         this.solid = SOLID_NOT;
306         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
307         this.flags = FL_CLIENT | FL_NOTARGET;
308         this.armorvalue = 666;
309         this.effects = 0;
310         this.armorvalue = autocvar_g_balance_armor_start;
311         this.pauserotarmor_finished = 0;
312         this.pauserothealth_finished = 0;
313         this.pauseregen_finished = 0;
314         this.damageforcescale = 0;
315         this.death_time = 0;
316         this.respawn_flags = 0;
317         this.respawn_time = 0;
318         this.stat_respawn_time = 0;
319         this.alpha = 0;
320         this.scale = 0;
321         this.fade_time = 0;
322         this.pain_frame = 0;
323         this.pain_finished = 0;
324         this.strength_finished = 0;
325         this.invincible_finished = 0;
326         this.superweapons_finished = 0;
327         this.pushltime = 0;
328         this.istypefrag = 0;
329         setthink(this, func_null);
330         this.nextthink = 0;
331         this.deadflag = DEAD_NO;
332         this.crouch = false;
333         this.revive_progress = 0;
334         this.revival_time = 0;
335
336         this.items = 0;
337         this.weapons = '0 0 0';
338         this.drawonlytoclient = this;
339
340         this.weaponmodel = "";
341         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
342         {
343                 this.weaponentities[slot] = NULL;
344         }
345         this.exteriorweaponentity = NULL;
346         CS(this).killcount = FRAGS_SPECTATOR;
347         this.velocity = '0 0 0';
348         this.avelocity = '0 0 0';
349         this.punchangle = '0 0 0';
350         this.punchvector = '0 0 0';
351         this.oldvelocity = this.velocity;
352         this.fire_endtime = -1;
353         this.event_damage = func_null;
354
355         for(int slot = 0; slot < MAX_AXH; ++slot)
356         {
357                 entity axh = this.(AuxiliaryXhair[slot]);
358                 this.(AuxiliaryXhair[slot]) = NULL;
359
360                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
361                         delete(axh);
362         }
363 }
364
365 int player_getspecies(entity this)
366 {
367         get_model_parameters(this.model, this.skin);
368         int s = get_model_parameters_species;
369         get_model_parameters(string_null, 0);
370         if (s < 0) return SPECIES_HUMAN;
371         return s;
372 }
373
374 .float model_randomizer;
375 void FixPlayermodel(entity player)
376 {
377         string defaultmodel = "";
378         int defaultskin = 0;
379         if(autocvar_sv_defaultcharacter)
380         {
381                 if(teamplay)
382                 {
383                         switch(player.team)
384                         {
385                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
386                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
387                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
388                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
389                         }
390                 }
391
392                 if(defaultmodel == "")
393                 {
394                         defaultmodel = autocvar_sv_defaultplayermodel;
395                         defaultskin = autocvar_sv_defaultplayerskin;
396                 }
397
398                 int n = tokenize_console(defaultmodel);
399                 if(n > 0)
400                 {
401                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
402                         // However, do NOT randomize if the player-selected model is in the list.
403                         for (int i = 0; i < n; ++i)
404                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
405                                         defaultmodel = argv(i);
406                 }
407
408                 int i = strstrofs(defaultmodel, ":", 0);
409                 if(i >= 0)
410                 {
411                         defaultskin = stof(substring(defaultmodel, i+1, -1));
412                         defaultmodel = substring(defaultmodel, 0, i);
413                 }
414         }
415         if(autocvar_sv_defaultcharacterskin && !defaultskin)
416         {
417                 if(teamplay)
418                 {
419                         switch(player.team)
420                         {
421                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
422                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
423                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
424                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
425                         }
426                 }
427
428                 if(!defaultskin)
429                         defaultskin = autocvar_sv_defaultplayerskin;
430         }
431
432         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
433         defaultmodel = M_ARGV(0, string);
434         defaultskin = M_ARGV(1, int);
435
436         bool chmdl = false;
437         int oldskin;
438         if(defaultmodel != "")
439         {
440                 if (defaultmodel != player.model)
441                 {
442                         vector m1 = player.mins;
443                         vector m2 = player.maxs;
444                         setplayermodel (player, defaultmodel);
445                         setsize (player, m1, m2);
446                         chmdl = true;
447                 }
448
449                 oldskin = player.skin;
450                 player.skin = defaultskin;
451         } else {
452                 if (player.playermodel != player.model || player.playermodel == "")
453                 {
454                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
455                         vector m1 = player.mins;
456                         vector m2 = player.maxs;
457                         setplayermodel (player, player.playermodel);
458                         setsize (player, m1, m2);
459                         chmdl = true;
460                 }
461
462                 if(!autocvar_sv_defaultcharacterskin)
463                 {
464                         oldskin = player.skin;
465                         player.skin = stof(player.playerskin);
466                 }
467                 else
468                 {
469                         oldskin = player.skin;
470                         player.skin = defaultskin;
471                 }
472         }
473
474         if(chmdl || oldskin != player.skin) // model or skin has changed
475         {
476                 player.species = player_getspecies(player); // update species
477                 if(!autocvar_g_debug_globalsounds)
478                         UpdatePlayerSounds(player); // update skin sounds
479         }
480
481         if(!teamplay)
482                 if(strlen(autocvar_sv_defaultplayercolors))
483                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
484                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
485 }
486
487 void PutPlayerInServer(entity this)
488 {
489         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
490
491         PlayerState_attach(this);
492         accuracy_resend(this);
493
494         if (this.team < 0)
495                 JoinBestTeam(this, false, true);
496
497         entity spot = SelectSpawnPoint(this, false);
498         if (!spot) {
499                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
500                 return; // spawn failed
501         }
502
503         TRANSMUTE(Player, this);
504
505         CS(this).wasplayer = true;
506         this.iscreature = true;
507         this.teleportable = TELEPORT_NORMAL;
508         if(!this.damagedbycontents)
509                 IL_PUSH(g_damagedbycontents, this);
510         this.damagedbycontents = true;
511         set_movetype(this, MOVETYPE_WALK);
512         this.solid = SOLID_SLIDEBOX;
513         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
514         if (autocvar_g_playerclip_collisions)
515                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
516         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
517                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
518         this.frags = FRAGS_PLAYER;
519         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
520         this.flags = FL_CLIENT | FL_PICKUPITEMS;
521         if (autocvar__notarget)
522                 this.flags |= FL_NOTARGET;
523         this.takedamage = DAMAGE_AIM;
524         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
525         this.dmg = 2; // WTF
526
527         if (warmup_stage) {
528                 this.ammo_shells = warmup_start_ammo_shells;
529                 this.ammo_nails = warmup_start_ammo_nails;
530                 this.ammo_rockets = warmup_start_ammo_rockets;
531                 this.ammo_cells = warmup_start_ammo_cells;
532                 this.ammo_plasma = warmup_start_ammo_plasma;
533                 this.ammo_fuel = warmup_start_ammo_fuel;
534                 this.health = warmup_start_health;
535                 this.armorvalue = warmup_start_armorvalue;
536                 this.weapons = WARMUP_START_WEAPONS;
537         } else {
538                 this.ammo_shells = start_ammo_shells;
539                 this.ammo_nails = start_ammo_nails;
540                 this.ammo_rockets = start_ammo_rockets;
541                 this.ammo_cells = start_ammo_cells;
542                 this.ammo_plasma = start_ammo_plasma;
543                 this.ammo_fuel = start_ammo_fuel;
544                 this.health = start_health;
545                 this.armorvalue = start_armorvalue;
546                 this.weapons = start_weapons;
547                 GivePlayerRandomWeapons(this, random_start_weapons_count,
548                         cvar_string("g_random_start_weapons"), random_start_shells,
549                         random_start_bullets, random_start_rockets, random_start_cells,
550                         random_start_plasma);
551         }
552         SetSpectatee_status(this, 0);
553
554         PS(this).dual_weapons = '0 0 0';
555
556         this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
557
558         this.items = start_items;
559
560         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
561         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
562         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
563         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
564         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
565         // extend the pause of rotting if client was reset at the beginning of the countdown
566         if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
567                 float f = game_starttime - time;
568                 this.spawnshieldtime += f;
569                 this.pauserotarmor_finished += f;
570                 this.pauserothealth_finished += f;
571                 this.pauseregen_finished += f;
572         }
573         this.damageforcescale = 2;
574         this.death_time = 0;
575         this.respawn_flags = 0;
576         this.respawn_time = 0;
577         this.stat_respawn_time = 0;
578         this.scale = autocvar_sv_player_scale;
579         this.fade_time = 0;
580         this.pain_frame = 0;
581         this.pain_finished = 0;
582         this.pushltime = 0;
583         setthink(this, func_null); // players have no think function
584         this.nextthink = 0;
585         this.dmg_team = 0;
586         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
587
588         this.deadflag = DEAD_NO;
589
590         this.angles = spot.angles;
591         this.angles_z = 0; // never spawn tilted even if the spot says to
592         if (IS_BOT_CLIENT(this))
593                 this.v_angle = this.angles;
594         this.fixangle = true; // turn this way immediately
595         this.oldvelocity = this.velocity = '0 0 0';
596         this.avelocity = '0 0 0';
597         this.punchangle = '0 0 0';
598         this.punchvector = '0 0 0';
599
600         this.strength_finished = 0;
601         this.invincible_finished = 0;
602         this.fire_endtime = -1;
603         this.revive_progress = 0;
604         this.revival_time = 0;
605         this.air_finished = time + 12;
606
607         entity spawnevent = new_pure(spawnevent);
608         spawnevent.owner = this;
609         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
610
611         // Cut off any still running player sounds.
612         stopsound(this, CH_PLAYER_SINGLE);
613
614         this.model = "";
615         FixPlayermodel(this);
616         this.drawonlytoclient = NULL;
617
618         this.viewloc = NULL;
619
620         this.crouch = false;
621         this.view_ofs = STAT(PL_VIEW_OFS, this);
622         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
623         this.spawnorigin = spot.origin;
624         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
625         // don't reset back to last position, even if new position is stuck in solid
626         this.oldorigin = this.origin;
627         this.lastteleporttime = time; // prevent insane speeds due to changing origin
628         if(this.conveyor)
629                 IL_REMOVE(g_conveyed, this);
630         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
631         this.hud = HUD_NORMAL;
632
633         this.event_damage = PlayerDamage;
634
635         if(!this.bot_attack)
636                 IL_PUSH(g_bot_targets, this);
637         this.bot_attack = true;
638         if(!this.monster_attack)
639                 IL_PUSH(g_monster_targets, this);
640         this.monster_attack = true;
641         navigation_dynamicgoal_init(this, false);
642
643         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
644
645         if (CS(this).killcount == FRAGS_SPECTATOR) {
646                 PlayerScore_Clear(this);
647                 CS(this).killcount = 0;
648         }
649
650         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
651         {
652                 .entity weaponentity = weaponentities[slot];
653                 entity oldwep = this.(weaponentity);
654                 CL_SpawnWeaponentity(this, weaponentity);
655                 if(oldwep && oldwep.owner == this)
656                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
657         }
658         this.alpha = default_player_alpha;
659         this.colormod = '1 1 1' * autocvar_g_player_brightness;
660         this.exteriorweaponentity.alpha = default_weapon_alpha;
661
662         this.speedrunning = false;
663
664         target_voicescript_clear(this);
665
666         // reset fields the weapons may use
667         FOREACH(Weapons, true, {
668                 it.wr_resetplayer(it, this);
669                         // reload all reloadable weapons
670                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
671                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
672                         {
673                                 .entity weaponentity = weaponentities[slot];
674                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
675                         }
676                 }
677         });
678
679         {
680                 string s = spot.target;
681                 spot.target = string_null;
682                 SUB_UseTargets(spot, this, NULL);
683                 spot.target = s;
684         }
685
686         Unfreeze(this);
687
688         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
689
690         if (autocvar_spawn_debug)
691         {
692                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
693                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
694         }
695
696         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
697         {
698                 .entity weaponentity = weaponentities[slot];
699                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
700                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
701                 else
702                         this.(weaponentity).m_switchweapon = WEP_Null;
703                 this.(weaponentity).m_weapon = WEP_Null;
704                 this.(weaponentity).weaponname = "";
705                 this.(weaponentity).m_switchingweapon = WEP_Null;
706                 this.(weaponentity).cnt = -1;
707         }
708
709         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
710
711         if (!warmup_stage && !this.alivetime)
712                 this.alivetime = time;
713
714         antilag_clear(this, CS(this));
715 }
716
717 /** Called when a client spawns in the server */
718 void PutClientInServer(entity this)
719 {
720         if (IS_BOT_CLIENT(this)) {
721                 TRANSMUTE(Player, this);
722         } else if (IS_REAL_CLIENT(this)) {
723                 msg_entity = this;
724                 WriteByte(MSG_ONE, SVC_SETVIEW);
725                 WriteEntity(MSG_ONE, this);
726         }
727         if (game_stopped)
728                 TRANSMUTE(Observer, this);
729
730         SetSpectatee(this, NULL);
731
732         // reset player keys
733         if(PS(this))
734                 PS(this).itemkeys = 0;
735
736         MUTATOR_CALLHOOK(PutClientInServer, this);
737
738         if (IS_OBSERVER(this)) {
739                 PutObserverInServer(this);
740         } else if (IS_PLAYER(this)) {
741                 PutPlayerInServer(this);
742         }
743 }
744
745 void ClientInit_misc(entity this);
746
747 // TODO do we need all these fields, or should we stop autodetecting runtime
748 // changes and just have a console command to update this?
749 bool ClientInit_SendEntity(entity this, entity to, int sf)
750 {
751         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
752         return = true;
753         msg_entity = to;
754         // MSG_INIT replacement
755         // TODO: make easier to use
756         Registry_send_all();
757         W_PROP_reload(MSG_ONE, to);
758         ClientInit_misc(this);
759         MUTATOR_CALLHOOK(Ent_Init);
760 }
761 void ClientInit_misc(entity this)
762 {
763         int channel = MSG_ONE;
764         WriteHeader(channel, ENT_CLIENT_INIT);
765         WriteByte(channel, g_nexball_meter_period * 32);
766         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
767         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
768         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
769         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
770         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
771         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
772         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
773         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
774
775         if(sv_foginterval && world.fog != "")
776                 WriteString(channel, world.fog);
777         else
778                 WriteString(channel, "");
779         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
780         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
781         WriteByte(channel, serverflags);
782         WriteCoord(channel, autocvar_g_trueaim_minrange);
783 }
784
785 void ClientInit_CheckUpdate(entity this)
786 {
787         this.nextthink = time;
788         if(this.count != autocvar_g_balance_armor_blockpercent)
789         {
790                 this.count = autocvar_g_balance_armor_blockpercent;
791                 this.SendFlags |= 1;
792         }
793         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
794         {
795                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
796                 this.SendFlags |= 1;
797         }
798 }
799
800 void ClientInit_Spawn()
801 {
802         entity e = new_pure(clientinit);
803         setthink(e, ClientInit_CheckUpdate);
804         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
805
806         ClientInit_CheckUpdate(e);
807 }
808
809 /*
810 =============
811 SetNewParms
812 =============
813 */
814 void SetNewParms ()
815 {
816         // initialize parms for a new player
817         parm1 = -(86400 * 366);
818
819         MUTATOR_CALLHOOK(SetNewParms);
820 }
821
822 /*
823 =============
824 SetChangeParms
825 =============
826 */
827 void SetChangeParms (entity this)
828 {
829         // save parms for level change
830         parm1 = CS(this).parm_idlesince - time;
831
832         MUTATOR_CALLHOOK(SetChangeParms);
833 }
834
835 /*
836 =============
837 DecodeLevelParms
838 =============
839 */
840 void DecodeLevelParms(entity this)
841 {
842         // load parms
843         CS(this).parm_idlesince = parm1;
844         if (CS(this).parm_idlesince == -(86400 * 366))
845                 CS(this).parm_idlesince = time;
846
847         // whatever happens, allow 60 seconds of idling directly after connect for map loading
848         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
849
850         MUTATOR_CALLHOOK(DecodeLevelParms);
851 }
852
853 /*
854 =============
855 ClientKill
856
857 Called when a client types 'kill' in the console
858 =============
859 */
860
861 .float clientkill_nexttime;
862 void ClientKill_Now_TeamChange(entity this)
863 {
864         if(CS(this).killindicator_teamchange == -1)
865         {
866                 JoinBestTeam( this, false, true );
867         }
868         else if(CS(this).killindicator_teamchange == -2)
869         {
870                 if(blockSpectators)
871                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
872                 PutObserverInServer(this);
873         }
874         else
875                 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
876         CS(this).killindicator_teamchange = 0;
877 }
878
879 void ClientKill_Now(entity this)
880 {
881         if(this.vehicle)
882         {
883             vehicles_exit(this.vehicle, VHEF_RELEASE);
884             if(!CS(this).killindicator_teamchange)
885             {
886             this.vehicle_health = -1;
887             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
888             }
889         }
890
891         if(this.killindicator && !wasfreed(this.killindicator))
892                 delete(this.killindicator);
893
894         this.killindicator = NULL;
895
896         if(CS(this).killindicator_teamchange)
897                 ClientKill_Now_TeamChange(this);
898
899         if(!IS_SPEC(this) && !IS_OBSERVER(this))
900                 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
901
902         // now I am sure the player IS dead
903 }
904 void KillIndicator_Think(entity this)
905 {
906         if (game_stopped)
907         {
908                 this.owner.killindicator = NULL;
909                 delete(this);
910                 return;
911         }
912
913         if (this.owner.alpha < 0 && !this.owner.vehicle)
914         {
915                 this.owner.killindicator = NULL;
916                 delete(this);
917                 return;
918         }
919
920         if(this.cnt <= 0)
921         {
922                 ClientKill_Now(this.owner);
923                 return;
924         }
925     else if(this.health == 1) // health == 1 means that it's silent
926     {
927         this.nextthink = time + 1;
928         this.cnt -= 1;
929     }
930         else
931         {
932                 if(this.cnt <= 10)
933                         setmodel(this, MDL_NUM(this.cnt));
934                 if(IS_REAL_CLIENT(this.owner))
935                 {
936                         if(this.cnt <= 10)
937                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
938                 }
939                 this.nextthink = time + 1;
940                 this.cnt -= 1;
941         }
942 }
943
944 float clientkilltime;
945 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
946 {
947         float killtime;
948         float starttime;
949
950         if (game_stopped)
951                 return;
952
953         killtime = autocvar_g_balance_kill_delay;
954
955     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
956         return;
957     killtime = M_ARGV(1, float);
958
959         CS(this).killindicator_teamchange = targetteam;
960
961     if(!this.killindicator)
962         {
963                 if(!IS_DEAD(this))
964                 {
965                         killtime = max(killtime, this.clientkill_nexttime - time);
966                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
967                 }
968
969                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
970                 {
971                         ClientKill_Now(this);
972                 }
973                 else
974                 {
975                         starttime = max(time, clientkilltime);
976
977                         this.killindicator = spawn();
978                         this.killindicator.owner = this;
979                         this.killindicator.scale = 0.5;
980                         setattachment(this.killindicator, this, "");
981                         setorigin(this.killindicator, '0 0 52');
982                         setthink(this.killindicator, KillIndicator_Think);
983                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
984                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
985                         this.killindicator.cnt = ceil(killtime);
986                         this.killindicator.count = bound(0, ceil(killtime), 10);
987                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
988
989                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
990                         {
991                                 it.killindicator = spawn();
992                                 it.killindicator.owner = it;
993                                 it.killindicator.scale = 0.5;
994                                 setattachment(it.killindicator, it, "");
995                                 setorigin(it.killindicator, '0 0 52');
996                                 setthink(it.killindicator, KillIndicator_Think);
997                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
998                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
999                                 it.killindicator.cnt = ceil(killtime);
1000                         });
1001                         this.lip = 0;
1002                 }
1003         }
1004         if(this.killindicator)
1005         {
1006                 if(targetteam == 0) // just die
1007                 {
1008                         this.killindicator.colormod = '0 0 0';
1009                         if(IS_REAL_CLIENT(this))
1010                         if(this.killindicator.cnt > 0)
1011                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1012                 }
1013                 else if(targetteam == -1) // auto
1014                 {
1015                         this.killindicator.colormod = '0 1 0';
1016                         if(IS_REAL_CLIENT(this))
1017                         if(this.killindicator.cnt > 0)
1018                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1019                 }
1020                 else if(targetteam == -2) // spectate
1021                 {
1022                         this.killindicator.colormod = '0.5 0.5 0.5';
1023                         if(IS_REAL_CLIENT(this))
1024                         if(this.killindicator.cnt > 0)
1025                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1026                 }
1027                 else
1028                 {
1029                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1030                         if(IS_REAL_CLIENT(this))
1031                         if(this.killindicator.cnt > 0)
1032                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1033                 }
1034         }
1035
1036 }
1037
1038 void ClientKill (entity this)
1039 {
1040         if(game_stopped) return;
1041         if(this.player_blocked) return;
1042         if(STAT(FROZEN, this)) return;
1043
1044         ClientKill_TeamChange(this, 0);
1045 }
1046
1047 void FixClientCvars(entity e)
1048 {
1049         // send prediction settings to the client
1050         stuffcmd(e, "\nin_bindmap 0 0\n");
1051         if(autocvar_g_antilag == 3) // client side hitscan
1052                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1053         if(autocvar_sv_gentle)
1054                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1055
1056         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1057         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1058
1059         MUTATOR_CALLHOOK(FixClientCvars, e);
1060 }
1061
1062 bool findinlist_abbrev(string tofind, string list)
1063 {
1064         if(list == "" || tofind == "")
1065                 return false; // empty list or search, just return
1066
1067         // this function allows abbreviated strings!
1068         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1069         {
1070                 return true;
1071         });
1072
1073         return false;
1074 }
1075
1076 bool PlayerInIPList(entity p, string iplist)
1077 {
1078         // some safety checks (never allow local?)
1079         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1080                 return false;
1081
1082         return findinlist_abbrev(p.netaddress, iplist);
1083 }
1084
1085 bool PlayerInIDList(entity p, string idlist)
1086 {
1087         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1088         if(!p.crypto_idfp)
1089                 return false;
1090
1091         return findinlist_abbrev(p.crypto_idfp, idlist);
1092 }
1093
1094 bool PlayerInList(entity player, string list)
1095 {
1096         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1097 }
1098
1099 #ifdef DP_EXT_PRECONNECT
1100 /*
1101 =============
1102 ClientPreConnect
1103
1104 Called once (not at each match start) when a client begins a connection to the server
1105 =============
1106 */
1107 void ClientPreConnect(entity this)
1108 {
1109         if(autocvar_sv_eventlog)
1110         {
1111                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1112                         this.playerid,
1113                         etof(this),
1114                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1115                 ));
1116         }
1117 }
1118 #endif
1119
1120 /**
1121 =============
1122 ClientConnect
1123
1124 Called when a client connects to the server
1125 =============
1126 */
1127 void ClientConnect(entity this)
1128 {
1129         if (Ban_MaybeEnforceBanOnce(this)) return;
1130         assert(!IS_CLIENT(this), return);
1131         this.flags |= FL_CLIENT;
1132         assert(player_count >= 0, player_count = 0);
1133
1134 #ifdef WATERMARK
1135         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1136 #endif
1137         TRANSMUTE(Client, this);
1138         CS(this).version_nagtime = time + 10 + random() * 10;
1139
1140         // identify the right forced team
1141         if (autocvar_g_campaign)
1142         {
1143                 if (IS_REAL_CLIENT(this)) // only players, not bots
1144                 {
1145                         switch (autocvar_g_campaign_forceteam)
1146                         {
1147                                 case 1: this.team_forced = NUM_TEAM_1; break;
1148                                 case 2: this.team_forced = NUM_TEAM_2; break;
1149                                 case 3: this.team_forced = NUM_TEAM_3; break;
1150                                 case 4: this.team_forced = NUM_TEAM_4; break;
1151                                 default: this.team_forced = 0;
1152                         }
1153                 }
1154         }
1155         else if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1156         else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1157         else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1158         else if (PlayerInList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1159         else switch (autocvar_g_forced_team_otherwise)
1160         {
1161                 default: this.team_forced = 0; break;
1162                 case "red": this.team_forced = NUM_TEAM_1; break;
1163                 case "blue": this.team_forced = NUM_TEAM_2; break;
1164                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1165                 case "pink": this.team_forced = NUM_TEAM_4; break;
1166                 case "spectate":
1167                 case "spectator":
1168                         this.team_forced = -1;
1169                         break;
1170         }
1171         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1172
1173     {
1174         int id = this.playerid;
1175         this.playerid = 0; // silent
1176             JoinBestTeam(this, false, false); // if the team number is valid, keep it
1177             this.playerid = id;
1178     }
1179
1180         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1181                 TRANSMUTE(Observer, this);
1182         } else {
1183                 if (!teamplay || autocvar_g_balance_teams) {
1184                         TRANSMUTE(Player, this);
1185                         campaign_bots_may_start = true;
1186                 } else {
1187                         TRANSMUTE(Observer, this); // do it anyway
1188                 }
1189         }
1190
1191         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1192
1193         // always track bots, don't ask for cl_allow_uidtracking
1194     if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1195
1196         if (autocvar_sv_eventlog)
1197                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1198
1199         LogTeamchange(this.playerid, this.team, 1);
1200
1201         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1202
1203         CS(this).netname_previous = strzone(this.netname);
1204
1205         if(teamplay && IS_PLAYER(this))
1206                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1207         else
1208                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1209
1210         stuffcmd(this, clientstuff, "\n");
1211         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1212
1213         FixClientCvars(this);
1214
1215         // get version info from player
1216         stuffcmd(this, "cmd clientversion $gameversion\n");
1217
1218         // notify about available teams
1219         if (teamplay)
1220         {
1221                 CheckAllowedTeams(this);
1222                 int t = 0;
1223                 if (c1 >= 0) t |= BIT(0);
1224                 if (c2 >= 0) t |= BIT(1);
1225                 if (c3 >= 0) t |= BIT(2);
1226                 if (c4 >= 0) t |= BIT(3);
1227                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1228         }
1229         else
1230         {
1231                 stuffcmd(this, "set _teams_available 0\n");
1232         }
1233
1234         bot_relinkplayerlist();
1235
1236         CS(this).spectatortime = time;
1237         if (blockSpectators)
1238         {
1239                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1240         }
1241
1242         CS(this).jointime = time;
1243         CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1244
1245         if (IS_REAL_CLIENT(this))
1246         {
1247                 if (g_weaponarena_weapons == WEPSET(TUBA))
1248                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1249         }
1250
1251         if (!sv_foginterval && world.fog != "")
1252                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1253
1254         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1255                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1256                         send_CSQC_teamnagger();
1257
1258         CSQCMODEL_AUTOINIT(this);
1259
1260         CS(this).model_randomizer = random();
1261
1262         if (IS_REAL_CLIENT(this))
1263                 sv_notice_join(this);
1264
1265         // update physics stats (players can spawn before physics runs)
1266         Physics_UpdateStats(this);
1267
1268         IL_EACH(g_initforplayer, it.init_for_player, {
1269                 it.init_for_player(it, this);
1270         });
1271
1272         MUTATOR_CALLHOOK(ClientConnect, this);
1273
1274         if (IS_REAL_CLIENT(this))
1275         {
1276                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1277                 {
1278                         CS(this).motd_actived_time = -1;
1279                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1280                 }
1281         }
1282 }
1283 /*
1284 =============
1285 ClientDisconnect
1286
1287 Called when a client disconnects from the server
1288 =============
1289 */
1290 .entity chatbubbleentity;
1291 void ReadyCount();
1292 void ClientDisconnect(entity this)
1293 {
1294         assert(IS_CLIENT(this), return);
1295
1296         PlayerStats_GameReport_FinalizePlayer(this);
1297         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1298         if (CS(this).active_minigame) part_minigame(this);
1299         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1300
1301         if (autocvar_sv_eventlog)
1302                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1303
1304         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1305
1306         if(IS_SPEC(this))
1307                 SetSpectatee(this, NULL);
1308
1309     MUTATOR_CALLHOOK(ClientDisconnect, this);
1310
1311         if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1312         ClientState_detach(this);
1313
1314         Portal_ClearAll(this);
1315
1316         Unfreeze(this);
1317
1318         RemoveGrapplingHooks(this);
1319
1320         // Here, everything has been done that requires this player to be a client.
1321
1322         this.flags &= ~FL_CLIENT;
1323
1324         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1325         if (this.killindicator) delete(this.killindicator);
1326
1327         WaypointSprite_PlayerGone(this);
1328
1329         bot_relinkplayerlist();
1330
1331         if (this.clientstatus) strunzone(this.clientstatus);
1332         if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1333         if (this.personal) delete(this.personal);
1334
1335         this.playerid = 0;
1336         ReadyCount();
1337         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1338
1339         ONREMOVE(this);
1340 }
1341
1342 void ChatBubbleThink(entity this)
1343 {
1344         this.nextthink = time;
1345         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1346         {
1347                 if(this.owner) // but why can that ever be NULL?
1348                         this.owner.chatbubbleentity = NULL;
1349                 delete(this);
1350                 return;
1351         }
1352
1353         this.mdl = "";
1354
1355         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1356         {
1357                 if ( CS(this.owner).active_minigame )
1358                         this.mdl = "models/sprites/minigame_busy.iqm";
1359                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1360                         this.mdl = "models/misc/chatbubble.spr";
1361         }
1362
1363         if ( this.model != this.mdl )
1364                 _setmodel(this, this.mdl);
1365
1366 }
1367
1368 void UpdateChatBubble(entity this)
1369 {
1370         if (this.alpha < 0)
1371                 return;
1372         // spawn a chatbubble entity if needed
1373         if (!this.chatbubbleentity)
1374         {
1375                 this.chatbubbleentity = new(chatbubbleentity);
1376                 this.chatbubbleentity.owner = this;
1377                 this.chatbubbleentity.exteriormodeltoclient = this;
1378                 setthink(this.chatbubbleentity, ChatBubbleThink);
1379                 this.chatbubbleentity.nextthink = time;
1380                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1381                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1382                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1383                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1384                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1385                 //this.chatbubbleentity.model = "";
1386                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1387         }
1388 }
1389
1390
1391 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1392 // added to the model skins
1393 /*void UpdateColorModHack()
1394 {
1395         float c;
1396         c = this.clientcolors & 15;
1397         // LordHavoc: only bothering to support white, green, red, yellow, blue
1398              if (!teamplay) this.colormod = '0 0 0';
1399         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1400         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1401         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1402         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1403         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1404         else this.colormod = '1 1 1';
1405 }*/
1406
1407 void respawn(entity this)
1408 {
1409         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1410         {
1411                 this.solid = SOLID_NOT;
1412                 this.takedamage = DAMAGE_NO;
1413                 set_movetype(this, MOVETYPE_FLY);
1414                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1415                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1416                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1417                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1418                 if(autocvar_g_respawn_ghosts_maxtime)
1419                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1420         }
1421
1422         CopyBody(this, 1);
1423
1424         this.effects |= EF_NODRAW; // prevent another CopyBody
1425         PutClientInServer(this);
1426 }
1427
1428 void play_countdown(entity this, float finished, Sound samp)
1429 {
1430     TC(Sound, samp);
1431         if(IS_REAL_CLIENT(this))
1432                 if(floor(finished - time - frametime) != floor(finished - time))
1433                         if(finished - time < 6)
1434                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1435 }
1436
1437 void player_powerups(entity this)
1438 {
1439         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1440         int items_prev = this.items;
1441
1442         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1443                 this.modelflags |= MF_ROCKET;
1444         else
1445                 this.modelflags &= ~MF_ROCKET;
1446
1447         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1448
1449         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1450                 return;
1451
1452         Fire_ApplyDamage(this);
1453         Fire_ApplyEffect(this);
1454
1455         if (!g_instagib)
1456         {
1457                 if (this.items & ITEM_Strength.m_itemid)
1458                 {
1459                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1460                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1461                         if (time > this.strength_finished)
1462                         {
1463                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1464                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1465                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1466                         }
1467                 }
1468                 else
1469                 {
1470                         if (time < this.strength_finished)
1471                         {
1472                                 this.items = this.items | ITEM_Strength.m_itemid;
1473                                 if(!g_cts)
1474                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1475                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1476                         }
1477                 }
1478                 if (this.items & ITEM_Shield.m_itemid)
1479                 {
1480                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1481                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1482                         if (time > this.invincible_finished)
1483                         {
1484                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1485                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1486                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1487                         }
1488                 }
1489                 else
1490                 {
1491                         if (time < this.invincible_finished)
1492                         {
1493                                 this.items = this.items | ITEM_Shield.m_itemid;
1494                                 if(!g_cts)
1495                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1496                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1497                         }
1498                 }
1499                 if (this.items & IT_SUPERWEAPON)
1500                 {
1501                         if (!(this.weapons & WEPSET_SUPERWEAPONS))
1502                         {
1503                                 this.superweapons_finished = 0;
1504                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1505                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1506                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1507                         }
1508                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1509                         {
1510                                 // don't let them run out
1511                         }
1512                         else
1513                         {
1514                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1515                                 if (time > this.superweapons_finished)
1516                                 {
1517                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1518                                         this.weapons &= ~WEPSET_SUPERWEAPONS;
1519                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1520                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1521                                 }
1522                         }
1523                 }
1524                 else if(this.weapons & WEPSET_SUPERWEAPONS)
1525                 {
1526                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1527                         {
1528                                 this.items = this.items | IT_SUPERWEAPON;
1529                                 if(!g_cts)
1530                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1531                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1532                         }
1533                         else
1534                         {
1535                                 this.superweapons_finished = 0;
1536                                 this.weapons &= ~WEPSET_SUPERWEAPONS;
1537                         }
1538                 }
1539                 else
1540                 {
1541                         this.superweapons_finished = 0;
1542                 }
1543         }
1544
1545         if(autocvar_g_nodepthtestplayers)
1546                 this.effects = this.effects | EF_NODEPTHTEST;
1547
1548         if(autocvar_g_fullbrightplayers)
1549                 this.effects = this.effects | EF_FULLBRIGHT;
1550
1551         if (time >= game_starttime)
1552         if (time < this.spawnshieldtime)
1553                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1554
1555         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1556 }
1557
1558 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1559 {
1560         if(current > stable)
1561                 return current;
1562         else if(current > stable - 0.25) // when close enough, "snap"
1563                 return stable;
1564         else
1565                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1566 }
1567
1568 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1569 {
1570         if(current < stable)
1571                 return current;
1572         else if(current < stable + 0.25) // when close enough, "snap"
1573                 return stable;
1574         else
1575                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1576 }
1577
1578 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1579 {
1580         if(current > rotstable)
1581         {
1582                 if(rotframetime > 0)
1583                 {
1584                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1585                         current = max(rotstable, current - rotlinear * rotframetime);
1586                 }
1587         }
1588         else if(current < regenstable)
1589         {
1590                 if(regenframetime > 0)
1591                 {
1592                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1593                         current = min(regenstable, current + regenlinear * regenframetime);
1594                 }
1595         }
1596
1597         if(current > limit)
1598                 current = limit;
1599
1600         return current;
1601 }
1602
1603 void player_regen(entity this)
1604 {
1605         float max_mod, regen_mod, rot_mod, limit_mod;
1606         max_mod = regen_mod = rot_mod = limit_mod = 1;
1607
1608         float regen_health = autocvar_g_balance_health_regen;
1609         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1610         float regen_health_rot = autocvar_g_balance_health_rot;
1611         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1612         float regen_health_stable = autocvar_g_balance_health_regenstable;
1613         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1614         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1615                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1616         max_mod = M_ARGV(1, float);
1617         regen_mod = M_ARGV(2, float);
1618         rot_mod = M_ARGV(3, float);
1619         limit_mod = M_ARGV(4, float);
1620         regen_health = M_ARGV(5, float);
1621         regen_health_linear = M_ARGV(6, float);
1622         regen_health_rot = M_ARGV(7, float);
1623         regen_health_rotlinear = M_ARGV(8, float);
1624         regen_health_stable = M_ARGV(9, float);
1625         regen_health_rotstable = M_ARGV(10, float);
1626
1627         if(!mutator_returnvalue)
1628         if(!STAT(FROZEN, this))
1629         {
1630                 float mina, maxa, limith, limita;
1631                 maxa = autocvar_g_balance_armor_rotstable;
1632                 mina = autocvar_g_balance_armor_regenstable;
1633                 limith = autocvar_g_balance_health_limit;
1634                 limita = autocvar_g_balance_armor_limit;
1635
1636                 regen_health_rotstable = regen_health_rotstable * max_mod;
1637                 regen_health_stable = regen_health_stable * max_mod;
1638                 limith = limith * limit_mod;
1639                 limita = limita * limit_mod;
1640
1641                 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);
1642                 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);
1643         }
1644
1645         // if player rotted to death...  die!
1646         // check this outside above checks, as player may still be able to rot to death
1647         if(this.health < 1)
1648         {
1649                 if(this.vehicle)
1650                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1651                 if(this.event_damage)
1652                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1653         }
1654
1655         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1656         {
1657                 float minf, maxf, limitf;
1658
1659                 maxf = autocvar_g_balance_fuel_rotstable;
1660                 minf = autocvar_g_balance_fuel_regenstable;
1661                 limitf = autocvar_g_balance_fuel_limit;
1662
1663                 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);
1664         }
1665         // Ugly hack to make sure the haelth and armor don't go beyond hard limit.
1666         // TODO: Remove this hack when all code uses GivePlayerHealth and
1667         // GivePlayerArmor.
1668         if (this.health > ITEM_COUNT_HARD_LIMIT)
1669         {
1670                 this.health = ITEM_COUNT_HARD_LIMIT;
1671         }
1672         if (this.armorvalue > ITEM_COUNT_HARD_LIMIT)
1673         {
1674                 this.armorvalue = ITEM_COUNT_HARD_LIMIT;
1675         }
1676         // End hack.
1677 }
1678
1679 bool zoomstate_set;
1680 void SetZoomState(entity this, float newzoom)
1681 {
1682         if(newzoom != CS(this).zoomstate)
1683         {
1684                 CS(this).zoomstate = newzoom;
1685                 ClientData_Touch(this);
1686         }
1687         zoomstate_set = true;
1688 }
1689
1690 void GetPressedKeys(entity this)
1691 {
1692         MUTATOR_CALLHOOK(GetPressedKeys, this);
1693         int keys = STAT(PRESSED_KEYS, this);
1694         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1695         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1696         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1697         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1698
1699         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1700         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1701         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1702         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1703         CS(this).pressedkeys = keys; // store for other users
1704
1705         STAT(PRESSED_KEYS, this) = keys;
1706 }
1707
1708 /*
1709 ======================
1710 spectate mode routines
1711 ======================
1712 */
1713
1714 void SpectateCopy(entity this, entity spectatee)
1715 {
1716     TC(Client, this); TC(Client, spectatee);
1717
1718         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1719         PS(this) = PS(spectatee);
1720         this.armortype = spectatee.armortype;
1721         this.armorvalue = spectatee.armorvalue;
1722         this.ammo_cells = spectatee.ammo_cells;
1723         this.ammo_plasma = spectatee.ammo_plasma;
1724         this.ammo_shells = spectatee.ammo_shells;
1725         this.ammo_nails = spectatee.ammo_nails;
1726         this.ammo_rockets = spectatee.ammo_rockets;
1727         this.ammo_fuel = spectatee.ammo_fuel;
1728         this.clip_load = spectatee.clip_load;
1729         this.clip_size = spectatee.clip_size;
1730         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1731         this.health = spectatee.health;
1732         CS(this).impulse = 0;
1733         this.items = spectatee.items;
1734         this.last_pickup = spectatee.last_pickup;
1735         this.hit_time = spectatee.hit_time;
1736         this.strength_finished = spectatee.strength_finished;
1737         this.invincible_finished = spectatee.invincible_finished;
1738         this.superweapons_finished = spectatee.superweapons_finished;
1739         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1740         this.weapons = spectatee.weapons;
1741         this.vortex_charge = spectatee.vortex_charge;
1742         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1743         this.hagar_load = spectatee.hagar_load;
1744         this.arc_heat_percent = spectatee.arc_heat_percent;
1745         this.minelayer_mines = spectatee.minelayer_mines;
1746         this.punchangle = spectatee.punchangle;
1747         this.view_ofs = spectatee.view_ofs;
1748         this.velocity = spectatee.velocity;
1749         this.dmg_take = spectatee.dmg_take;
1750         this.dmg_save = spectatee.dmg_save;
1751         this.dmg_inflictor = spectatee.dmg_inflictor;
1752         this.v_angle = spectatee.v_angle;
1753         this.angles = spectatee.v_angle;
1754         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1755         this.revive_progress = spectatee.revive_progress;
1756         this.viewloc = spectatee.viewloc;
1757         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1758                 this.fixangle = true;
1759         setorigin(this, spectatee.origin);
1760         setsize(this, spectatee.mins, spectatee.maxs);
1761         SetZoomState(this, CS(spectatee).zoomstate);
1762
1763         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1764         {
1765                 .entity weaponentity = weaponentities[slot];
1766                 this.(weaponentity) = spectatee.(weaponentity);
1767         }
1768
1769         for(int slot = 0; slot < MAX_AXH; ++slot)
1770         {
1771                 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1772         }
1773
1774     anticheat_spectatecopy(this, spectatee);
1775         this.hud = spectatee.hud;
1776         if(spectatee.vehicle)
1777     {
1778         this.angles = spectatee.v_angle;
1779
1780         //this.fixangle = false;
1781         //this.velocity = spectatee.vehicle.velocity;
1782         this.vehicle_health = spectatee.vehicle_health;
1783         this.vehicle_shield = spectatee.vehicle_shield;
1784         this.vehicle_energy = spectatee.vehicle_energy;
1785         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1786         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1787         this.vehicle_reload1 = spectatee.vehicle_reload1;
1788         this.vehicle_reload2 = spectatee.vehicle_reload2;
1789
1790         //msg_entity = this;
1791
1792        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1793             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1794            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1795            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1796
1797         //WriteByte (MSG_ONE, SVC_SETVIEW);
1798         //    WriteEntity(MSG_ONE, this);
1799         //makevectors(spectatee.v_angle);
1800         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1801     }
1802 }
1803
1804 bool SpectateUpdate(entity this)
1805 {
1806         if(!this.enemy)
1807                 return false;
1808
1809         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1810         {
1811                 SetSpectatee(this, NULL);
1812                 return false;
1813         }
1814
1815         SpectateCopy(this, this.enemy);
1816
1817         return true;
1818 }
1819
1820 bool SpectateSet(entity this)
1821 {
1822         if(!IS_PLAYER(this.enemy))
1823                 return false;
1824
1825         ClientData_Touch(this.enemy);
1826
1827         msg_entity = this;
1828         WriteByte(MSG_ONE, SVC_SETVIEW);
1829         WriteEntity(MSG_ONE, this.enemy);
1830         set_movetype(this, MOVETYPE_NONE);
1831         accuracy_resend(this);
1832
1833         if(!SpectateUpdate(this))
1834                 PutObserverInServer(this);
1835
1836         return true;
1837 }
1838
1839 void SetSpectatee_status(entity this, int spectatee_num)
1840 {
1841         int oldspectatee_status = CS(this).spectatee_status;
1842         CS(this).spectatee_status = spectatee_num;
1843
1844         if (CS(this).spectatee_status != oldspectatee_status)
1845         {
1846                 ClientData_Touch(this);
1847                 if (g_race || g_cts) race_InitSpectator();
1848         }
1849 }
1850
1851 void SetSpectatee(entity this, entity spectatee)
1852 {
1853         if(IS_BOT_CLIENT(this))
1854                 return; // bots abuse .enemy, this code is useless to them
1855
1856         entity old_spectatee = this.enemy;
1857
1858         this.enemy = spectatee;
1859
1860         // WEAPONTODO
1861         // these are required to fix the spectator bug with arc
1862         if(old_spectatee)
1863         {
1864                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1865                 {
1866                         .entity weaponentity = weaponentities[slot];
1867                         if(old_spectatee.(weaponentity).arc_beam)
1868                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1869                 }
1870         }
1871         if(this.enemy)
1872         {
1873                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1874                 {
1875                         .entity weaponentity = weaponentities[slot];
1876                         if(this.enemy.(weaponentity).arc_beam)
1877                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1878                 }
1879         }
1880
1881         if (this.enemy)
1882                 SetSpectatee_status(this, etof(this.enemy));
1883
1884         // needed to update spectator list
1885         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1886 }
1887
1888 bool Spectate(entity this, entity pl)
1889 {
1890         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1891                 return false;
1892         pl = M_ARGV(1, entity);
1893
1894         SetSpectatee(this, pl);
1895         return SpectateSet(this);
1896 }
1897
1898 bool SpectateNext(entity this)
1899 {
1900         entity ent = find(this.enemy, classname, STR_PLAYER);
1901
1902         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1903                 ent = M_ARGV(1, entity);
1904         else if (!ent)
1905                 ent = find(ent, classname, STR_PLAYER);
1906
1907         if(ent) { SetSpectatee(this, ent); }
1908
1909         return SpectateSet(this);
1910 }
1911
1912 bool SpectatePrev(entity this)
1913 {
1914         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1915         entity ent = findchain(classname, STR_PLAYER);
1916         if (!ent) // no player
1917                 return false;
1918
1919         entity first = ent;
1920         // skip players until current spectated player
1921         if(this.enemy)
1922         while(ent && ent != this.enemy)
1923                 ent = ent.chain;
1924
1925         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1926         {
1927                 case MUT_SPECPREV_FOUND:
1928                     ent = M_ARGV(1, entity);
1929                     break;
1930                 case MUT_SPECPREV_RETURN:
1931                     return true;
1932                 case MUT_SPECPREV_CONTINUE:
1933                 default:
1934                 {
1935                         if(ent.chain)
1936                                 ent = ent.chain;
1937                         else
1938                                 ent = first;
1939                         break;
1940                 }
1941         }
1942
1943         SetSpectatee(this, ent);
1944         return SpectateSet(this);
1945 }
1946
1947 /*
1948 =============
1949 ShowRespawnCountdown()
1950
1951 Update a respawn countdown display.
1952 =============
1953 */
1954 void ShowRespawnCountdown(entity this)
1955 {
1956         float number;
1957         if(!IS_DEAD(this)) // just respawned?
1958                 return;
1959         else
1960         {
1961                 number = ceil(this.respawn_time - time);
1962                 if(number <= 0)
1963                         return;
1964                 if(number <= this.respawn_countdown)
1965                 {
1966                         this.respawn_countdown = number - 1;
1967                         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
1968                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1969                 }
1970         }
1971 }
1972
1973 .bool team_selected;
1974 bool ShowTeamSelection(entity this)
1975 {
1976         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1977                 return false;
1978         stuffcmd(this, "menu_showteamselect\n");
1979         return true;
1980 }
1981 void Join(entity this)
1982 {
1983         TRANSMUTE(Player, this);
1984
1985         if(!this.team_selected)
1986         if(autocvar_g_campaign || autocvar_g_balance_teams)
1987                 JoinBestTeam(this, false, true);
1988
1989         if(autocvar_g_campaign)
1990                 campaign_bots_may_start = true;
1991
1992         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1993
1994         PutClientInServer(this);
1995
1996         if(IS_PLAYER(this))
1997         if(teamplay && this.team != -1)
1998                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1999         else
2000                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2001         this.team_selected = false;
2002 }
2003
2004 /**
2005  * Determines whether the player is allowed to join. This depends on cvar
2006  * g_maxplayers, if it isn't used this function always return true, otherwise
2007  * it checks whether the number of currently playing players exceeds g_maxplayers.
2008  * @return int number of free slots for players, 0 if none
2009  */
2010 int nJoinAllowed(entity this, entity ignore)
2011 {
2012         if(!ignore)
2013         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2014         // so report 0 free slots if restricted
2015         {
2016                 if(autocvar_g_forced_team_otherwise == "spectate")
2017                         return 0;
2018                 if(autocvar_g_forced_team_otherwise == "spectator")
2019                         return 0;
2020         }
2021
2022         if(this && this.team_forced < 0)
2023                 return 0; // forced spectators can never join
2024
2025         // TODO simplify this
2026         int totalClients = 0;
2027         int currentlyPlaying = 0;
2028         FOREACH_CLIENT(true, {
2029                 if(it != ignore)
2030                         ++totalClients;
2031                 if(IS_REAL_CLIENT(it))
2032                 if(IS_PLAYER(it) || it.caplayer)
2033                         ++currentlyPlaying;
2034         });
2035
2036         float free_slots = 0;
2037         if (!autocvar_g_maxplayers)
2038                 free_slots = maxclients - totalClients;
2039         else if(currentlyPlaying < autocvar_g_maxplayers)
2040                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2041
2042         static float join_prevent_msg_time = 0;
2043         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2044         {
2045                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2046                 join_prevent_msg_time = time + 3;
2047         }
2048
2049         return free_slots;
2050 }
2051
2052 /**
2053  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2054  * g_maxplayers_spectator_blocktime seconds
2055  */
2056 void checkSpectatorBlock(entity this)
2057 {
2058         if(IS_SPEC(this) || IS_OBSERVER(this))
2059         if(!this.caplayer)
2060         if(IS_REAL_CLIENT(this))
2061         {
2062                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2063                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2064                         dropclient(this);
2065                 }
2066         }
2067 }
2068
2069 void PrintWelcomeMessage(entity this)
2070 {
2071         if(CS(this).motd_actived_time == 0)
2072         {
2073                 if (autocvar_g_campaign) {
2074                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2075                                 CS(this).motd_actived_time = time;
2076                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2077                         }
2078                 } else {
2079                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2080                                 CS(this).motd_actived_time = time;
2081                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2082                         }
2083                 }
2084         }
2085         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2086         {
2087                 if (autocvar_g_campaign) {
2088                         if (PHYS_INPUT_BUTTON_INFO(this))
2089                                 CS(this).motd_actived_time = time;
2090                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2091                                 CS(this).motd_actived_time = 0;
2092                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2093                         }
2094                 } else {
2095                         if (PHYS_INPUT_BUTTON_INFO(this))
2096                                 CS(this).motd_actived_time = time;
2097                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2098                                 CS(this).motd_actived_time = 0;
2099                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2100                         }
2101                 }
2102         }
2103         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2104         {
2105                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2106                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2107                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2108                 {
2109                         // instanctly hide MOTD
2110                         CS(this).motd_actived_time = 0;
2111                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2112                 }
2113         }
2114 }
2115
2116 bool joinAllowed(entity this)
2117 {
2118         if (CS(this).version_mismatch) return false;
2119         if (!nJoinAllowed(this, this)) return false;
2120         if (teamplay && lockteams) return false;
2121         if (ShowTeamSelection(this)) return false;
2122         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2123         return true;
2124 }
2125
2126 .int items_added;
2127 bool PlayerThink(entity this)
2128 {
2129         if (game_stopped || intermission_running) {
2130                 this.modelflags &= ~MF_ROCKET;
2131                 if(intermission_running)
2132                         IntermissionThink(this);
2133                 return false;
2134         }
2135
2136         if (timeout_status == TIMEOUT_ACTIVE) {
2137         // don't allow the player to turn around while game is paused
2138                 // FIXME turn this into CSQC stuff
2139                 this.v_angle = this.lastV_angle;
2140                 this.angles = this.lastV_angle;
2141                 this.fixangle = true;
2142         }
2143
2144         if (frametime) player_powerups(this);
2145
2146         if (IS_DEAD(this)) {
2147                 if (this.personal && g_race_qualifying) {
2148                         if (time > this.respawn_time) {
2149                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2150                                 respawn(this);
2151                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2152                         }
2153                 } else {
2154                         if (frametime) player_anim(this);
2155
2156                         if (this.respawn_flags & RESPAWN_DENY)
2157                         {
2158                                 STAT(RESPAWN_TIME, this) = 0;
2159                                 return false;
2160                         }
2161
2162                         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));
2163
2164                         switch(this.deadflag)
2165                         {
2166                                 case DEAD_DYING:
2167                                 {
2168                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2169                                                 this.deadflag = DEAD_RESPAWNING;
2170                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2171                                                 this.deadflag = DEAD_DEAD;
2172                                         break;
2173                                 }
2174                                 case DEAD_DEAD:
2175                                 {
2176                                         if (button_pressed)
2177                                                 this.deadflag = DEAD_RESPAWNABLE;
2178                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2179                                                 this.deadflag = DEAD_RESPAWNING;
2180                                         break;
2181                                 }
2182                                 case DEAD_RESPAWNABLE:
2183                                 {
2184                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2185                                                 this.deadflag = DEAD_RESPAWNING;
2186                                         break;
2187                                 }
2188                                 case DEAD_RESPAWNING:
2189                                 {
2190                                         if (time > this.respawn_time)
2191                                         {
2192                                                 this.respawn_time = time + 1; // only retry once a second
2193                                                 this.respawn_time_max = this.respawn_time;
2194                                                 respawn(this);
2195                                         }
2196                                         break;
2197                                 }
2198                         }
2199
2200                         ShowRespawnCountdown(this);
2201
2202                         if (this.respawn_flags & RESPAWN_SILENT)
2203                                 STAT(RESPAWN_TIME, this) = 0;
2204                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2205                         {
2206                                 if (time < this.respawn_time)
2207                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2208                                 else if (this.deadflag != DEAD_RESPAWNING)
2209                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2210                         }
2211                         else
2212                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2213                 }
2214
2215                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2216                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2217                         STAT(RESPAWN_TIME, this) *= -1;
2218
2219                 return false;
2220         }
2221
2222         bool have_hook = false;
2223         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2224         {
2225                 .entity weaponentity = weaponentities[slot];
2226                 if(this.(weaponentity).hook.state)
2227                 {
2228                         have_hook = true;
2229                         break;
2230                 }
2231         }
2232         bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2233         if (have_hook) {
2234                 do_crouch = false;
2235         } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2236                 do_crouch = false;
2237         } else if (this.vehicle) {
2238                 do_crouch = false;
2239         } else if (STAT(FROZEN, this)) {
2240                 do_crouch = false;
2241     }
2242
2243         if (do_crouch) {
2244                 if (!this.crouch) {
2245                         this.crouch = true;
2246                         this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2247                         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2248                         // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2249                 }
2250         } else if (this.crouch) {
2251         tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2252         if (!trace_startsolid) {
2253             this.crouch = false;
2254             this.view_ofs = STAT(PL_VIEW_OFS, this);
2255             setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2256         }
2257         }
2258
2259         FixPlayermodel(this);
2260
2261         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2262         //if(frametime)
2263         {
2264                 this.items &= ~this.items_added;
2265
2266                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2267                 {
2268                         .entity weaponentity = weaponentities[slot];
2269                         W_WeaponFrame(this, weaponentity);
2270
2271                         if(slot == 0)
2272                         {
2273                                 this.clip_load = this.(weaponentity).clip_load;
2274                                 this.clip_size = this.(weaponentity).clip_size;
2275                         }
2276                 }
2277
2278                 this.items_added = 0;
2279                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2280             this.items_added |= IT_FUEL;
2281
2282                 this.items |= this.items_added;
2283         }
2284
2285         player_regen(this);
2286
2287         // WEAPONTODO: Add a weapon request for this
2288         // rot vortex charge to the charge limit
2289         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2290         {
2291                 .entity weaponentity = weaponentities[slot];
2292                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2293                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2294         }
2295
2296         if (frametime) player_anim(this);
2297
2298         // secret status
2299         secrets_setstatus(this);
2300
2301         // monsters status
2302         monsters_setstatus(this);
2303
2304         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2305
2306         return true;
2307 }
2308
2309 void ObserverThink(entity this)
2310 {
2311         if ( CS(this).impulse )
2312         {
2313                 MinigameImpulse(this, CS(this).impulse);
2314                 CS(this).impulse = 0;
2315         }
2316
2317         if (this.flags & FL_JUMPRELEASED) {
2318                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2319                         this.flags &= ~FL_JUMPRELEASED;
2320                         this.flags |= FL_SPAWNING;
2321                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2322                         this.flags &= ~FL_JUMPRELEASED;
2323                         if(SpectateNext(this)) {
2324                                 TRANSMUTE(Spectator, this);
2325                         }
2326                 } else {
2327                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2328                         set_movetype(this, preferred_movetype);
2329                 }
2330         } else {
2331                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2332                         this.flags |= FL_JUMPRELEASED;
2333                         if(this.flags & FL_SPAWNING)
2334                         {
2335                                 this.flags &= ~FL_SPAWNING;
2336                                 Join(this);
2337                                 return;
2338                         }
2339                 }
2340         }
2341 }
2342
2343 void SpectatorThink(entity this)
2344 {
2345         if ( CS(this).impulse )
2346         {
2347                 if(MinigameImpulse(this, CS(this).impulse))
2348                         CS(this).impulse = 0;
2349
2350                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2351                 {
2352                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2353                         CS(this).impulse = 0;
2354                         return;
2355                 }
2356         }
2357
2358         if (this.flags & FL_JUMPRELEASED) {
2359                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2360                         this.flags &= ~FL_JUMPRELEASED;
2361                         this.flags |= FL_SPAWNING;
2362                 } 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)) {
2363                         this.flags &= ~FL_JUMPRELEASED;
2364                         if(SpectateNext(this)) {
2365                                 TRANSMUTE(Spectator, this);
2366                         } else {
2367                                 TRANSMUTE(Observer, this);
2368                                 PutClientInServer(this);
2369                         }
2370                         CS(this).impulse = 0;
2371                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2372                         this.flags &= ~FL_JUMPRELEASED;
2373                         if(SpectatePrev(this)) {
2374                                 TRANSMUTE(Spectator, this);
2375                         } else {
2376                                 TRANSMUTE(Observer, this);
2377                                 PutClientInServer(this);
2378                         }
2379                         CS(this).impulse = 0;
2380                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2381                         this.flags &= ~FL_JUMPRELEASED;
2382                         TRANSMUTE(Observer, this);
2383                         PutClientInServer(this);
2384                 } else {
2385                         if(!SpectateUpdate(this))
2386                                 PutObserverInServer(this);
2387                 }
2388         } else {
2389                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2390                         this.flags |= FL_JUMPRELEASED;
2391                         if(this.flags & FL_SPAWNING)
2392                         {
2393                                 this.flags &= ~FL_SPAWNING;
2394                                 Join(this);
2395                                 return;
2396                         }
2397                 }
2398                 if(!SpectateUpdate(this))
2399                         PutObserverInServer(this);
2400         }
2401
2402         this.flags |= FL_CLIENT | FL_NOTARGET;
2403 }
2404
2405 void vehicles_enter (entity pl, entity veh);
2406 void PlayerUseKey(entity this)
2407 {
2408         if (!IS_PLAYER(this))
2409                 return;
2410
2411         if(this.vehicle)
2412         {
2413                 if(!game_stopped)
2414                 {
2415                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2416                         return;
2417                 }
2418         }
2419         else if(autocvar_g_vehicles_enter)
2420         {
2421                 if(!STAT(FROZEN, this))
2422                 if(!IS_DEAD(this))
2423                 if(!game_stopped)
2424                 {
2425                         entity head, closest_target = NULL;
2426                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2427
2428                         while(head) // find the closest acceptable target to enter
2429                         {
2430                                 if(IS_VEHICLE(head))
2431                                 if(!IS_DEAD(head))
2432                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2433                                 if(head.takedamage != DAMAGE_NO)
2434                                 {
2435                                         if(closest_target)
2436                                         {
2437                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2438                                                 { closest_target = head; }
2439                                         }
2440                                         else { closest_target = head; }
2441                                 }
2442
2443                                 head = head.chain;
2444                         }
2445
2446                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2447                 }
2448         }
2449
2450         // a use key was pressed; call handlers
2451         MUTATOR_CALLHOOK(PlayerUseKey, this);
2452 }
2453
2454
2455 /*
2456 =============
2457 PlayerPreThink
2458
2459 Called every frame for each client before the physics are run
2460 =============
2461 */
2462 .float last_vehiclecheck;
2463 void PlayerPreThink (entity this)
2464 {
2465         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2466         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2467
2468         WarpZone_PlayerPhysics_FixVAngle(this);
2469
2470         if (frametime) {
2471                 // physics frames: update anticheat stuff
2472                 anticheat_prethink(this);
2473         }
2474
2475         if (blockSpectators && frametime) {
2476                 // WORKAROUND: only use dropclient in server frames (frametime set).
2477                 // Never use it in cl_movement frames (frametime zero).
2478                 checkSpectatorBlock(this);
2479     }
2480
2481         zoomstate_set = false;
2482
2483         // Check for nameless players
2484         if (isInvisibleString(this.netname)) {
2485                 this.netname = strzone(sprintf("Player#%d", this.playerid));
2486                 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2487         }
2488         if (this.netname != CS(this).netname_previous) {
2489                 if (autocvar_sv_eventlog) {
2490                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2491         }
2492                 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2493                 CS(this).netname_previous = strzone(this.netname);
2494         }
2495
2496         // version nagging
2497         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2498         CS(this).version_nagtime = 0;
2499         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2500             // git client
2501         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2502             // git server
2503             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2504         } else {
2505             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2506             if (r < 0) { // old client
2507                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2508             } else if (r > 0) { // old server
2509                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2510             }
2511         }
2512     }
2513
2514         // GOD MODE info
2515         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2516         {
2517                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2518                 this.max_armorvalue = 0;
2519         }
2520
2521         if(IS_PLAYER(this))
2522         {
2523                 if (STAT(FROZEN, this) == 2)
2524                 {
2525                         this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2526                         this.health = max(1, this.revive_progress * start_health);
2527                         this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2528
2529                         if (this.revive_progress >= 1)
2530                                 Unfreeze(this);
2531                 }
2532                 else if (STAT(FROZEN, this) == 3)
2533                 {
2534                         this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2535                         this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2536
2537                         if (this.health < 1)
2538                         {
2539                                 if (this.vehicle)
2540                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2541                                 if(this.event_damage)
2542                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2543                         }
2544                         else if (this.revive_progress <= 0)
2545                                 Unfreeze(this);
2546                 }
2547         }
2548
2549         MUTATOR_CALLHOOK(PlayerPreThink, this);
2550
2551         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2552         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2553         {
2554                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2555                 {
2556                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2557                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2558                         {
2559                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2560                         }
2561                         else if(!it.owner)
2562                         {
2563                                 if(!it.team || SAME_TEAM(this, it))
2564                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2565                                 else if(autocvar_g_vehicles_steal)
2566                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2567                         }
2568                 });
2569
2570                 this.last_vehiclecheck = time + 1;
2571         }
2572
2573         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2574         {
2575                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2576                         PlayerUseKey(this);
2577                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2578         }
2579
2580         if (IS_REAL_CLIENT(this))
2581                 PrintWelcomeMessage(this);
2582
2583         if (IS_PLAYER(this)) {
2584                 if(!PlayerThink(this))
2585                         return;
2586         }
2587         else if (game_stopped || intermission_running) {
2588                 if(intermission_running)
2589                         IntermissionThink(this);
2590                 return;
2591         }
2592         else if (IS_OBSERVER(this)) {
2593                 ObserverThink(this);
2594         }
2595         else if (IS_SPEC(this)) {
2596                 SpectatorThink(this);
2597         }
2598
2599         // WEAPONTODO: Add weapon request for this
2600         if (!zoomstate_set) {
2601                 bool wep_zoomed = false;
2602                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2603                 {
2604                         .entity weaponentity = weaponentities[slot];
2605                         Weapon thiswep = this.(weaponentity).m_weapon;
2606                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2607                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2608                 }
2609                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2610     }
2611
2612         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2613         {
2614                 CS(this).teamkill_soundtime = 0;
2615
2616                 entity e = CS(this).teamkill_soundsource;
2617                 entity oldpusher = e.pusher;
2618                 e.pusher = this;
2619                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2620                 e.pusher = oldpusher;
2621         }
2622
2623         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2624                 CS(this).taunt_soundtime = 0;
2625                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2626         }
2627
2628         target_voicescript_next(this);
2629
2630         // WEAPONTODO: Move into weaponsystem somehow
2631         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2632         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2633         {
2634                 .entity weaponentity = weaponentities[slot];
2635                 if(this.(weaponentity).m_weapon == WEP_Null)
2636                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2637         }
2638 }
2639
2640 void DrownPlayer(entity this)
2641 {
2642         if(IS_DEAD(this))
2643                 return;
2644
2645         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2646         {
2647                 if(this.air_finished < time)
2648                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2649                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2650                 this.dmg = 2;
2651         }
2652         else if (this.air_finished < time)
2653         {       // drown!
2654                 if (this.pain_finished < time)
2655                 {
2656                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2657                         this.pain_finished = time + 0.5;
2658                 }
2659         }
2660 }
2661
2662 .bool move_qcphysics;
2663
2664 void Player_Physics(entity this)
2665 {
2666         set_movetype(this, this.move_movetype);
2667
2668         if(!this.move_qcphysics)
2669                 return;
2670
2671         if(!frametime && !CS(this).pm_frametime)
2672                 return;
2673
2674         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2675
2676         CS(this).pm_frametime = 0;
2677 }
2678
2679 /*
2680 =============
2681 PlayerPostThink
2682
2683 Called every frame for each client after the physics are run
2684 =============
2685 */
2686 void PlayerPostThink (entity this)
2687 {
2688         Player_Physics(this);
2689
2690         if (sv_maxidle > 0)
2691         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2692         if (IS_REAL_CLIENT(this))
2693         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2694         {
2695                 int totalClients = 0;
2696                 if(sv_maxidle_slots > 0)
2697                 {
2698                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2699                         {
2700                                 ++totalClients;
2701                         });
2702                 }
2703
2704                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2705                 { /* do nothing */ }
2706                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2707                 {
2708                         if (CS(this).idlekick_lasttimeleft)
2709                         {
2710                                 CS(this).idlekick_lasttimeleft = 0;
2711                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2712                         }
2713                 }
2714                 else
2715                 {
2716                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2717                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2718                                 if (!CS(this).idlekick_lasttimeleft)
2719                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2720                         }
2721                         if (timeleft <= 0) {
2722                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2723                                 dropclient(this);
2724                                 return;
2725                         }
2726                         else if (timeleft <= 10) {
2727                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2728                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2729                 }
2730                                 CS(this).idlekick_lasttimeleft = timeleft;
2731                         }
2732                 }
2733         }
2734
2735         CheatFrame(this);
2736
2737         if (game_stopped)
2738         {
2739                 this.solid = SOLID_NOT;
2740                 this.takedamage = DAMAGE_NO;
2741                 set_movetype(this, MOVETYPE_NONE);
2742         }
2743
2744         if (IS_PLAYER(this)) {
2745                 DrownPlayer(this);
2746                 UpdateChatBubble(this);
2747                 if (CS(this).impulse) ImpulseCommands(this);
2748                 if (game_stopped)
2749                 {
2750                         CSQCMODEL_AUTOUPDATE(this);
2751                         return;
2752                 }
2753                 GetPressedKeys(this);
2754         }
2755
2756         if (this.waypointsprite_attachedforcarrier) {
2757             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2758                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2759     }
2760
2761         playerdemo_write(this);
2762
2763         CSQCMODEL_AUTOUPDATE(this);
2764 }
2765
2766 // hack to copy the button fields from the client entity to the Client State
2767 void PM_UpdateButtons(entity this, entity store)
2768 {
2769         if(this.impulse)
2770                 store.impulse = this.impulse;
2771         this.impulse = 0;
2772
2773         store.button0 = this.button0;
2774         store.button2 = this.button2;
2775         store.button3 = this.button3;
2776         store.button4 = this.button4;
2777         store.button5 = this.button5;
2778         store.button6 = this.button6;
2779         store.button7 = this.button7;
2780         store.button8 = this.button8;
2781         store.button9 = this.button9;
2782         store.button10 = this.button10;
2783         store.button11 = this.button11;
2784         store.button12 = this.button12;
2785         store.button13 = this.button13;
2786         store.button14 = this.button14;
2787         store.button15 = this.button15;
2788         store.button16 = this.button16;
2789         store.buttonuse = this.buttonuse;
2790         store.buttonchat = this.buttonchat;
2791
2792         store.cursor_active = this.cursor_active;
2793         store.cursor_screen = this.cursor_screen;
2794         store.cursor_trace_start = this.cursor_trace_start;
2795         store.cursor_trace_endpos = this.cursor_trace_endpos;
2796         store.cursor_trace_ent = this.cursor_trace_ent;
2797
2798         store.ping = this.ping;
2799         store.ping_packetloss = this.ping_packetloss;
2800         store.ping_movementloss = this.ping_movementloss;
2801
2802         store.v_angle = this.v_angle;
2803         store.movement = this.movement;
2804 }