Merge branch 'Mario/playerdemo_removal'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
7 #include "impulse.qh"
8 #include "player.qh"
9 #include "ipban.qh"
10 #include "miscfunctions.qh"
11 #include "portals.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
17 #include "g_hook.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "cheats.qh"
21 #include "g_world.qh"
22 #include "race.qh"
23 #include "antilag.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
27
28 #include "bot/api.qh"
29
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
33
34 #include <common/effects/qc/globalsound.qh>
35
36 #include "../common/mapobjects/func/conveyor.qh"
37 #include "../common/mapobjects/teleporters.qh"
38 #include "../common/mapobjects/target/spawnpoint.qh"
39
40 #include "../common/vehicles/all.qh"
41
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
44
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
48
49 #include <common/vehicles/sv_vehicles.qh>
50
51 #include "../common/items/_mod.qh"
52
53 #include "../common/mutators/mutator/waypoints/all.qh"
54 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
55 #include <common/gamemodes/_mod.qh>
56
57 #include "../common/mapobjects/subs.qh"
58 #include "../common/mapobjects/triggers.qh"
59 #include "../common/mapobjects/trigger/secret.qh"
60
61 #include "../common/minigames/sv_minigames.qh"
62
63 #include "../common/items/inventory.qh"
64
65 #include "../common/monsters/sv_monsters.qh"
66
67 #include "../lib/warpzone/server.qh"
68
69 #include <common/mutators/mutator/overkill/oknex.qh>
70
71 STATIC_METHOD(Client, Add, void(Client this, int _team))
72 {
73     ClientConnect(this);
74     TRANSMUTE(Player, this);
75     this.frame = 12; // 7
76     this.team = _team;
77     PutClientInServer(this);
78 }
79
80 STATIC_METHOD(Client, Remove, void(Client this))
81 {
82     TRANSMUTE(Observer, this);
83     PutClientInServer(this);
84     ClientDisconnect(this);
85 }
86
87 void send_CSQC_teamnagger() {
88         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
89 }
90
91 int CountSpectators(entity player, entity to)
92 {
93         if(!player) { return 0; } // not sure how, but best to be safe
94
95         int spec_count = 0;
96
97         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
98         {
99                 spec_count++;
100         });
101
102         return spec_count;
103 }
104
105 void WriteSpectators(entity player, entity to)
106 {
107         if(!player) { return; } // not sure how, but best to be safe
108
109         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
110         {
111                 WriteByte(MSG_ENTITY, num_for_edict(it));
112         });
113 }
114
115 bool ClientData_Send(entity this, entity to, int sf)
116 {
117         assert(to == this.owner, return false);
118
119         entity e = to;
120         if (IS_SPEC(e)) e = e.enemy;
121
122         sf = 0;
123         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
124         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
125         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
126         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
127
128         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
129         WriteByte(MSG_ENTITY, sf);
130
131         if (sf & BIT(1))
132                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
133
134         if(sf & BIT(4))
135         {
136                 float specs = CountSpectators(e, to);
137                 WriteByte(MSG_ENTITY, specs);
138                 WriteSpectators(e, to);
139         }
140
141         return true;
142 }
143
144 void ClientData_Attach(entity this)
145 {
146         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
147         CS(this).clientdata.drawonlytoclient = this;
148         CS(this).clientdata.owner = this;
149 }
150
151 void ClientData_Detach(entity this)
152 {
153         delete(CS(this).clientdata);
154         CS(this).clientdata = NULL;
155 }
156
157 void ClientData_Touch(entity e)
158 {
159         entity cd = CS(e).clientdata;
160         if (cd) { cd.SendFlags = 1; }
161
162         // make it spectatable
163         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
164         {
165                 entity cd = CS(it).clientdata;
166                 if (cd) { cd.SendFlags = 1; }
167         });
168 }
169
170
171 /*
172 =============
173 CheckPlayerModel
174
175 Checks if the argument string can be a valid playermodel.
176 Returns a valid one in doubt.
177 =============
178 */
179 string FallbackPlayerModel;
180 string CheckPlayerModel(string plyermodel) {
181         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
182         {
183                 // note: we cannot summon Don Strunzone here, some player may
184                 // still have the model string set. In case anyone manages how
185                 // to change a cvar default, we'll have a small leak here.
186                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
187         }
188         // only in right path
189         if( substring(plyermodel,0,14) != "models/player/")
190                 return FallbackPlayerModel;
191         // only good file extensions
192         if(substring(plyermodel,-4,4) != ".zym")
193         if(substring(plyermodel,-4,4) != ".dpm")
194         if(substring(plyermodel,-4,4) != ".iqm")
195         if(substring(plyermodel,-4,4) != ".md3")
196         if(substring(plyermodel,-4,4) != ".psk")
197                 return FallbackPlayerModel;
198         // forbid the LOD models
199         if(substring(plyermodel, -9,5) == "_lod1")
200                 return FallbackPlayerModel;
201         if(substring(plyermodel, -9,5) == "_lod2")
202                 return FallbackPlayerModel;
203         if(plyermodel != strtolower(plyermodel))
204                 return FallbackPlayerModel;
205         // also, restrict to server models
206         if(autocvar_sv_servermodelsonly)
207         {
208                 if(!fexists(plyermodel))
209                         return FallbackPlayerModel;
210         }
211         return plyermodel;
212 }
213
214 void setplayermodel(entity e, string modelname)
215 {
216         precache_model(modelname);
217         _setmodel(e, modelname);
218         player_setupanimsformodel(e);
219         if(!autocvar_g_debug_globalsounds)
220                 UpdatePlayerSounds(e);
221 }
222
223 /** putting a client as observer in the server */
224 void PutObserverInServer(entity this)
225 {
226     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
227         PlayerState_detach(this);
228
229         if (IS_PLAYER(this))
230         {
231                 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
232                 {
233                         // despawn effect
234                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
235                 }
236
237                 // was a player, recount votes and ready status
238                 if(IS_REAL_CLIENT(this))
239                 {
240                         if (vote_called) { VoteCount(false); }
241                         ReadyCount();
242                 }
243     }
244
245     {
246         entity spot = SelectSpawnPoint(this, true);
247         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
248         this.angles = vec2(spot.angles);
249         this.fixangle = true;
250         // offset it so that the spectator spawns higher off the ground, looks better this way
251         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
252         if (IS_REAL_CLIENT(this))
253         {
254             msg_entity = this;
255             WriteByte(MSG_ONE, SVC_SETVIEW);
256             WriteEntity(MSG_ONE, this);
257         }
258         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
259         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
260         if(!autocvar_g_debug_globalsounds)
261         {
262                 // needed for player sounds
263                 this.model = "";
264                 FixPlayermodel(this);
265         }
266         setmodel(this, MDL_Null);
267         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
268         this.view_ofs = '0 0 0';
269     }
270
271     RemoveGrapplingHooks(this);
272         Portal_ClearAll(this);
273         Unfreeze(this);
274         SetSpectatee(this, NULL);
275
276         if (this.alivetime)
277         {
278                 if (!warmup_stage)
279                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
280                 this.alivetime = 0;
281         }
282
283         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
284
285         WaypointSprite_PlayerDead(this);
286
287         if (mutator_returnvalue) {
288             // mutator prevents resetting teams+score
289         } else {
290                 int oldteam = this.team;
291                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
292                 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
293         this.frags = FRAGS_SPECTATOR;
294         PlayerScore_Clear(this);  // clear scores when needed
295     }
296
297         if (CS(this).killcount != FRAGS_SPECTATOR)
298         {
299                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
300                 if(!game_stopped)
301                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
302                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
303
304                 if(!CS(this).just_joined)
305                         LogTeamchange(this.playerid, -1, 4);
306                 else
307                         CS(this).just_joined = false;
308         }
309
310         accuracy_resend(this);
311
312         CS(this).spectatortime = time;
313         if(this.bot_attack)
314                 IL_REMOVE(g_bot_targets, this);
315         this.bot_attack = false;
316         if(this.monster_attack)
317                 IL_REMOVE(g_monster_targets, this);
318         this.monster_attack = false;
319     STAT(HUD, this) = HUD_NORMAL;
320         TRANSMUTE(Observer, this);
321         this.iscreature = false;
322         this.teleportable = TELEPORT_SIMPLE;
323         if(this.damagedbycontents)
324                 IL_REMOVE(g_damagedbycontents, this);
325         this.damagedbycontents = false;
326         SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
327         SetSpectatee_status(this, etof(this));
328         this.takedamage = DAMAGE_NO;
329         this.solid = SOLID_NOT;
330         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
331         this.flags = FL_CLIENT | FL_NOTARGET;
332         this.effects = 0;
333         SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
334         this.pauserotarmor_finished = 0;
335         this.pauserothealth_finished = 0;
336         this.pauseregen_finished = 0;
337         this.damageforcescale = 0;
338         this.death_time = 0;
339         this.respawn_flags = 0;
340         this.respawn_time = 0;
341         STAT(RESPAWN_TIME, this) = 0;
342         this.alpha = 0;
343         this.scale = 0;
344         this.fade_time = 0;
345         this.pain_frame = 0;
346         this.pain_finished = 0;
347         this.strength_finished = 0;
348         this.invincible_finished = 0;
349         this.superweapons_finished = 0;
350         this.dphitcontentsmask = 0;
351         this.pushltime = 0;
352         this.istypefrag = 0;
353         setthink(this, func_null);
354         this.nextthink = 0;
355         this.deadflag = DEAD_NO;
356         this.crouch = false;
357         STAT(REVIVE_PROGRESS, this) = 0;
358         this.revival_time = 0;
359
360         this.items = 0;
361         STAT(WEAPONS, this) = '0 0 0';
362         this.drawonlytoclient = this;
363
364         this.viewloc = NULL;
365
366         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
367
368         this.weaponmodel = "";
369         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
370         {
371                 this.weaponentities[slot] = NULL;
372         }
373         this.exteriorweaponentity = NULL;
374         CS(this).killcount = FRAGS_SPECTATOR;
375         this.velocity = '0 0 0';
376         this.avelocity = '0 0 0';
377         this.punchangle = '0 0 0';
378         this.punchvector = '0 0 0';
379         this.oldvelocity = this.velocity;
380         this.fire_endtime = -1;
381         this.event_damage = func_null;
382         this.event_heal = func_null;
383
384         for(int slot = 0; slot < MAX_AXH; ++slot)
385         {
386                 entity axh = this.(AuxiliaryXhair[slot]);
387                 this.(AuxiliaryXhair[slot]) = NULL;
388
389                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
390                         delete(axh);
391         }
392 }
393
394 int player_getspecies(entity this)
395 {
396         get_model_parameters(this.model, this.skin);
397         int s = get_model_parameters_species;
398         get_model_parameters(string_null, 0);
399         if (s < 0) return SPECIES_HUMAN;
400         return s;
401 }
402
403 .float model_randomizer;
404 void FixPlayermodel(entity player)
405 {
406         string defaultmodel = "";
407         int defaultskin = 0;
408         if(autocvar_sv_defaultcharacter)
409         {
410                 if(teamplay)
411                 {
412                         switch(player.team)
413                         {
414                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
415                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
416                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
417                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
418                         }
419                 }
420
421                 if(defaultmodel == "")
422                 {
423                         defaultmodel = autocvar_sv_defaultplayermodel;
424                         defaultskin = autocvar_sv_defaultplayerskin;
425                 }
426
427                 int n = tokenize_console(defaultmodel);
428                 if(n > 0)
429                 {
430                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
431                         // However, do NOT randomize if the player-selected model is in the list.
432                         for (int i = 0; i < n; ++i)
433                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
434                                         defaultmodel = argv(i);
435                 }
436
437                 int i = strstrofs(defaultmodel, ":", 0);
438                 if(i >= 0)
439                 {
440                         defaultskin = stof(substring(defaultmodel, i+1, -1));
441                         defaultmodel = substring(defaultmodel, 0, i);
442                 }
443         }
444         if(autocvar_sv_defaultcharacterskin && !defaultskin)
445         {
446                 if(teamplay)
447                 {
448                         switch(player.team)
449                         {
450                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
451                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
452                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
453                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
454                         }
455                 }
456
457                 if(!defaultskin)
458                         defaultskin = autocvar_sv_defaultplayerskin;
459         }
460
461         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
462         defaultmodel = M_ARGV(0, string);
463         defaultskin = M_ARGV(1, int);
464
465         bool chmdl = false;
466         int oldskin;
467         if(defaultmodel != "")
468         {
469                 if (defaultmodel != player.model)
470                 {
471                         vector m1 = player.mins;
472                         vector m2 = player.maxs;
473                         setplayermodel (player, defaultmodel);
474                         setsize (player, m1, m2);
475                         chmdl = true;
476                 }
477
478                 oldskin = player.skin;
479                 player.skin = defaultskin;
480         } else {
481                 if (player.playermodel != player.model || player.playermodel == "")
482                 {
483                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
484                         vector m1 = player.mins;
485                         vector m2 = player.maxs;
486                         setplayermodel (player, player.playermodel);
487                         setsize (player, m1, m2);
488                         chmdl = true;
489                 }
490
491                 if(!autocvar_sv_defaultcharacterskin)
492                 {
493                         oldskin = player.skin;
494                         player.skin = stof(player.playerskin);
495                 }
496                 else
497                 {
498                         oldskin = player.skin;
499                         player.skin = defaultskin;
500                 }
501         }
502
503         if(chmdl || oldskin != player.skin) // model or skin has changed
504         {
505                 player.species = player_getspecies(player); // update species
506                 if(!autocvar_g_debug_globalsounds)
507                         UpdatePlayerSounds(player); // update skin sounds
508         }
509
510         if(!teamplay)
511                 if(strlen(autocvar_sv_defaultplayercolors))
512                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
513                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
514 }
515
516 void PutPlayerInServer(entity this)
517 {
518         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
519
520         PlayerState_attach(this);
521         accuracy_resend(this);
522
523         if (this.team < 0)
524                 JoinBestTeam(this, true);
525
526         entity spot = SelectSpawnPoint(this, false);
527         if (!spot) {
528                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
529                 return; // spawn failed
530         }
531
532         TRANSMUTE(Player, this);
533
534         CS(this).wasplayer = true;
535         this.iscreature = true;
536         this.teleportable = TELEPORT_NORMAL;
537         if(!this.damagedbycontents)
538                 IL_PUSH(g_damagedbycontents, this);
539         this.damagedbycontents = true;
540         set_movetype(this, MOVETYPE_WALK);
541         this.solid = SOLID_SLIDEBOX;
542         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
543         if (autocvar_g_playerclip_collisions)
544                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
545         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
546                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
547         this.frags = FRAGS_PLAYER;
548         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
549         this.flags = FL_CLIENT | FL_PICKUPITEMS;
550         if (autocvar__notarget)
551                 this.flags |= FL_NOTARGET;
552         this.takedamage = DAMAGE_AIM;
553         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
554
555         if (warmup_stage) {
556                 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
557                 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
558                 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
559                 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
560                 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
561                 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
562                 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
563                 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
564                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
565         } else {
566                 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
567                 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
568                 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
569                 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
570                 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
571                 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
572                 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
573                 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
574                 STAT(WEAPONS, this) = start_weapons;
575                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
576                 {
577                         GiveRandomWeapons(this, random_start_weapons_count,
578                                 autocvar_g_random_start_weapons, random_start_ammo);
579                 }
580         }
581         SetSpectatee_status(this, 0);
582
583         PS(this).dual_weapons = '0 0 0';
584
585         this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
586
587         this.items = start_items;
588
589         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
590         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
591         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
592         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
593         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
594         if (!sv_ready_restart_after_countdown && time < game_starttime)
595         {
596                 float f = game_starttime - time;
597                 this.spawnshieldtime += f;
598                 this.pauserotarmor_finished += f;
599                 this.pauserothealth_finished += f;
600                 this.pauseregen_finished += f;
601         }
602
603         this.damageforcescale = 2;
604         this.death_time = 0;
605         this.respawn_flags = 0;
606         this.respawn_time = 0;
607         STAT(RESPAWN_TIME, this) = 0;
608         this.scale = autocvar_sv_player_scale;
609         this.fade_time = 0;
610         this.pain_frame = 0;
611         this.pain_finished = 0;
612         this.pushltime = 0;
613         setthink(this, func_null); // players have no think function
614         this.nextthink = 0;
615         this.dmg_team = 0;
616         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
617
618         this.deadflag = DEAD_NO;
619
620         this.angles = spot.angles;
621         this.angles_z = 0; // never spawn tilted even if the spot says to
622         if (IS_BOT_CLIENT(this))
623                 this.v_angle = this.angles;
624         this.fixangle = true; // turn this way immediately
625         this.oldvelocity = this.velocity = '0 0 0';
626         this.avelocity = '0 0 0';
627         this.punchangle = '0 0 0';
628         this.punchvector = '0 0 0';
629
630         this.strength_finished = 0;
631         this.invincible_finished = 0;
632         this.fire_endtime = -1;
633         STAT(REVIVE_PROGRESS, this) = 0;
634         this.revival_time = 0;
635
636         this.air_finished = time + 12;
637         this.waterlevel = WATERLEVEL_NONE;
638         this.watertype = CONTENT_EMPTY;
639
640         entity spawnevent = new_pure(spawnevent);
641         spawnevent.owner = this;
642         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
643
644         // Cut off any still running player sounds.
645         stopsound(this, CH_PLAYER_SINGLE);
646
647         this.model = "";
648         FixPlayermodel(this);
649         this.drawonlytoclient = NULL;
650
651         this.viewloc = NULL;
652
653         for(int slot = 0; slot < MAX_AXH; ++slot)
654         {
655                 entity axh = this.(AuxiliaryXhair[slot]);
656                 this.(AuxiliaryXhair[slot]) = NULL;
657
658                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
659                         delete(axh);
660         }
661
662         this.spawnpoint_targ = NULL;
663
664         this.crouch = false;
665         this.view_ofs = STAT(PL_VIEW_OFS, this);
666         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
667         this.spawnorigin = spot.origin;
668         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
669         // don't reset back to last position, even if new position is stuck in solid
670         this.oldorigin = this.origin;
671         if(this.conveyor)
672                 IL_REMOVE(g_conveyed, this);
673         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
674         STAT(HUD, this) = HUD_NORMAL;
675
676         this.event_damage = PlayerDamage;
677         this.event_heal = PlayerHeal;
678
679         if(!this.bot_attack)
680                 IL_PUSH(g_bot_targets, this);
681         this.bot_attack = true;
682         if(!this.monster_attack)
683                 IL_PUSH(g_monster_targets, this);
684         this.monster_attack = true;
685         navigation_dynamicgoal_init(this, false);
686
687         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
688
689         // player was spectator
690         if (CS(this).killcount == FRAGS_SPECTATOR) {
691                 PlayerScore_Clear(this);
692                 CS(this).killcount = 0;
693                 CS(this).startplaytime = time;
694         }
695
696         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
697         {
698                 .entity weaponentity = weaponentities[slot];
699                 entity oldwep = this.(weaponentity);
700                 CL_SpawnWeaponentity(this, weaponentity);
701                 if(oldwep && oldwep.owner == this)
702                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
703         }
704         this.alpha = default_player_alpha;
705         this.colormod = '1 1 1' * autocvar_g_player_brightness;
706         this.exteriorweaponentity.alpha = default_weapon_alpha;
707
708         this.speedrunning = false;
709
710         target_voicescript_clear(this);
711
712         // reset fields the weapons may use
713         FOREACH(Weapons, true, {
714                 it.wr_resetplayer(it, this);
715                         // reload all reloadable weapons
716                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
717                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
718                         {
719                                 .entity weaponentity = weaponentities[slot];
720                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
721                         }
722                 }
723         });
724
725         {
726                 string s = spot.target;
727                 spot.target = string_null;
728                 SUB_UseTargets(spot, this, NULL);
729                 spot.target = s;
730         }
731
732         Unfreeze(this);
733
734         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
735
736         if (autocvar_spawn_debug)
737         {
738                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
739                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
740         }
741
742         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743         {
744                 .entity weaponentity = weaponentities[slot];
745                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
746                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
747                 else
748                         this.(weaponentity).m_switchweapon = WEP_Null;
749                 this.(weaponentity).m_weapon = WEP_Null;
750                 this.(weaponentity).weaponname = "";
751                 this.(weaponentity).m_switchingweapon = WEP_Null;
752                 this.(weaponentity).cnt = -1;
753
754                 W_WeaponFrame(this, weaponentity);
755         }
756
757         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
758
759         if (!warmup_stage && !this.alivetime)
760                 this.alivetime = time;
761
762         antilag_clear(this, CS(this));
763 }
764
765 /** Called when a client spawns in the server */
766 void PutClientInServer(entity this)
767 {
768         if (IS_BOT_CLIENT(this)) {
769                 TRANSMUTE(Player, this);
770         } else if (IS_REAL_CLIENT(this)) {
771                 msg_entity = this;
772                 WriteByte(MSG_ONE, SVC_SETVIEW);
773                 WriteEntity(MSG_ONE, this);
774         }
775         if (game_stopped)
776                 TRANSMUTE(Observer, this);
777
778         SetSpectatee(this, NULL);
779
780         // reset player keys
781         if(PS(this))
782                 PS(this).itemkeys = 0;
783
784         MUTATOR_CALLHOOK(PutClientInServer, this);
785
786         if (IS_OBSERVER(this)) {
787                 PutObserverInServer(this);
788         } else if (IS_PLAYER(this)) {
789                 PutPlayerInServer(this);
790         }
791 }
792
793 // TODO do we need all these fields, or should we stop autodetecting runtime
794 // changes and just have a console command to update this?
795 bool ClientInit_SendEntity(entity this, entity to, int sf)
796 {
797         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
798         return = true;
799         msg_entity = to;
800         // MSG_INIT replacement
801         // TODO: make easier to use
802         Registry_send_all();
803         W_PROP_reload(MSG_ONE, to);
804         ClientInit_misc(this);
805         MUTATOR_CALLHOOK(Ent_Init);
806 }
807 void ClientInit_misc(entity this)
808 {
809         int channel = MSG_ONE;
810         WriteHeader(channel, ENT_CLIENT_INIT);
811         WriteByte(channel, g_nexball_meter_period * 32);
812         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
813         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
814         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
815         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
816         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
817         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
818         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
819         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
820
821         if(sv_foginterval && world.fog != "")
822                 WriteString(channel, world.fog);
823         else
824                 WriteString(channel, "");
825         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
826         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
827         WriteByte(channel, serverflags);
828         WriteCoord(channel, autocvar_g_trueaim_minrange);
829 }
830
831 void ClientInit_CheckUpdate(entity this)
832 {
833         this.nextthink = time;
834         if(this.count != autocvar_g_balance_armor_blockpercent)
835         {
836                 this.count = autocvar_g_balance_armor_blockpercent;
837                 this.SendFlags |= 1;
838         }
839         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
840         {
841                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
842                 this.SendFlags |= 1;
843         }
844 }
845
846 void ClientInit_Spawn()
847 {
848         entity e = new_pure(clientinit);
849         setthink(e, ClientInit_CheckUpdate);
850         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
851
852         ClientInit_CheckUpdate(e);
853 }
854
855 /*
856 =============
857 SetNewParms
858 =============
859 */
860 void SetNewParms ()
861 {
862         // initialize parms for a new player
863         parm1 = -(86400 * 366);
864
865         MUTATOR_CALLHOOK(SetNewParms);
866 }
867
868 /*
869 =============
870 SetChangeParms
871 =============
872 */
873 void SetChangeParms (entity this)
874 {
875         // save parms for level change
876         parm1 = CS(this).parm_idlesince - time;
877
878         MUTATOR_CALLHOOK(SetChangeParms);
879 }
880
881 /*
882 =============
883 DecodeLevelParms
884 =============
885 */
886 void DecodeLevelParms(entity this)
887 {
888         // load parms
889         CS(this).parm_idlesince = parm1;
890         if (CS(this).parm_idlesince == -(86400 * 366))
891                 CS(this).parm_idlesince = time;
892
893         // whatever happens, allow 60 seconds of idling directly after connect for map loading
894         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
895
896         MUTATOR_CALLHOOK(DecodeLevelParms);
897 }
898
899 /*
900 =============
901 ClientKill
902
903 Called when a client types 'kill' in the console
904 =============
905 */
906
907 .float clientkill_nexttime;
908 void ClientKill_Now_TeamChange(entity this)
909 {
910         if(this.killindicator_teamchange == -1)
911         {
912                 JoinBestTeam( this, true );
913         }
914         else if(this.killindicator_teamchange == -2)
915         {
916                 if(blockSpectators)
917                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
918                 PutObserverInServer(this);
919         }
920         else
921                 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
922         this.killindicator_teamchange = 0;
923 }
924
925 void ClientKill_Now(entity this)
926 {
927         if(this.vehicle)
928         {
929             vehicles_exit(this.vehicle, VHEF_RELEASE);
930             if(!this.killindicator_teamchange)
931             {
932             this.vehicle_health = -1;
933             Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
934             }
935         }
936
937         if(this.killindicator && !wasfreed(this.killindicator))
938                 delete(this.killindicator);
939
940         this.killindicator = NULL;
941
942         if(this.killindicator_teamchange)
943                 ClientKill_Now_TeamChange(this);
944
945         if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
946         {
947                 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
948         }
949
950         // now I am sure the player IS dead
951 }
952 void KillIndicator_Think(entity this)
953 {
954         if (game_stopped)
955         {
956                 this.owner.killindicator = NULL;
957                 delete(this);
958                 return;
959         }
960
961         if (this.owner.alpha < 0 && !this.owner.vehicle)
962         {
963                 this.owner.killindicator = NULL;
964                 delete(this);
965                 return;
966         }
967
968         if(this.cnt <= 0)
969         {
970                 ClientKill_Now(this.owner);
971                 return;
972         }
973     else if(this.count == 1) // count == 1 means that it's silent
974     {
975         this.nextthink = time + 1;
976         this.cnt -= 1;
977     }
978         else
979         {
980                 if(this.cnt <= 10)
981                         setmodel(this, MDL_NUM(this.cnt));
982                 if(IS_REAL_CLIENT(this.owner))
983                 {
984                         if(this.cnt <= 10)
985                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
986                 }
987                 this.nextthink = time + 1;
988                 this.cnt -= 1;
989         }
990 }
991
992 float clientkilltime;
993 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
994 {
995         float killtime;
996         float starttime;
997
998         if (game_stopped)
999                 return;
1000
1001         killtime = autocvar_g_balance_kill_delay;
1002
1003     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1004         return;
1005     killtime = M_ARGV(1, float);
1006
1007         this.killindicator_teamchange = targetteam;
1008
1009     if(!this.killindicator)
1010         {
1011                 if(!IS_DEAD(this))
1012                 {
1013                         killtime = max(killtime, this.clientkill_nexttime - time);
1014                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1015                 }
1016
1017                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1018                 {
1019                         ClientKill_Now(this);
1020                 }
1021                 else
1022                 {
1023                         starttime = max(time, clientkilltime);
1024
1025                         this.killindicator = spawn();
1026                         this.killindicator.owner = this;
1027                         this.killindicator.scale = 0.5;
1028                         setattachment(this.killindicator, this, "");
1029                         setorigin(this.killindicator, '0 0 52');
1030                         setthink(this.killindicator, KillIndicator_Think);
1031                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1032                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1033                         this.killindicator.cnt = ceil(killtime);
1034                         this.killindicator.count = bound(0, ceil(killtime), 10);
1035                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1036
1037                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1038                         {
1039                                 it.killindicator = spawn();
1040                                 it.killindicator.owner = it;
1041                                 it.killindicator.scale = 0.5;
1042                                 setattachment(it.killindicator, it, "");
1043                                 setorigin(it.killindicator, '0 0 52');
1044                                 setthink(it.killindicator, KillIndicator_Think);
1045                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1046                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1047                                 it.killindicator.cnt = ceil(killtime);
1048                         });
1049                         this.lip = 0;
1050                 }
1051         }
1052         if(this.killindicator)
1053         {
1054                 if(targetteam == 0) // just die
1055                 {
1056                         this.killindicator.colormod = '0 0 0';
1057                         if(IS_REAL_CLIENT(this))
1058                         if(this.killindicator.cnt > 0)
1059                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1060                 }
1061                 else if(targetteam == -1) // auto
1062                 {
1063                         this.killindicator.colormod = '0 1 0';
1064                         if(IS_REAL_CLIENT(this))
1065                         if(this.killindicator.cnt > 0)
1066                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1067                 }
1068                 else if(targetteam == -2) // spectate
1069                 {
1070                         this.killindicator.colormod = '0.5 0.5 0.5';
1071                         if(IS_REAL_CLIENT(this))
1072                         if(this.killindicator.cnt > 0)
1073                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1074                 }
1075                 else
1076                 {
1077                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1078                         if(IS_REAL_CLIENT(this))
1079                         if(this.killindicator.cnt > 0)
1080                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1081                 }
1082         }
1083
1084 }
1085
1086 void ClientKill (entity this)
1087 {
1088         // TODO: once .health is removed, will need to check it here for the "already dead" message!
1089
1090         if(game_stopped) return;
1091         if(this.player_blocked) return;
1092         if(STAT(FROZEN, this)) return;
1093
1094         ClientKill_TeamChange(this, 0);
1095 }
1096
1097 void FixClientCvars(entity e)
1098 {
1099         // send prediction settings to the client
1100         stuffcmd(e, "\nin_bindmap 0 0\n");
1101         if(autocvar_g_antilag == 3) // client side hitscan
1102                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1103         if(autocvar_sv_gentle)
1104                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1105
1106         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1107         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1108
1109         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1110
1111         MUTATOR_CALLHOOK(FixClientCvars, e);
1112 }
1113
1114 bool findinlist_abbrev(string tofind, string list)
1115 {
1116         if(list == "" || tofind == "")
1117                 return false; // empty list or search, just return
1118
1119         // this function allows abbreviated strings!
1120         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1121         {
1122                 return true;
1123         });
1124
1125         return false;
1126 }
1127
1128 bool PlayerInIPList(entity p, string iplist)
1129 {
1130         // some safety checks (never allow local?)
1131         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1132                 return false;
1133
1134         return findinlist_abbrev(p.netaddress, iplist);
1135 }
1136
1137 bool PlayerInIDList(entity p, string idlist)
1138 {
1139         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1140         if(!p.crypto_idfp)
1141                 return false;
1142
1143         return findinlist_abbrev(p.crypto_idfp, idlist);
1144 }
1145
1146 bool PlayerInList(entity player, string list)
1147 {
1148         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1149 }
1150
1151 #ifdef DP_EXT_PRECONNECT
1152 /*
1153 =============
1154 ClientPreConnect
1155
1156 Called once (not at each match start) when a client begins a connection to the server
1157 =============
1158 */
1159 void ClientPreConnect(entity this)
1160 {
1161         if(autocvar_sv_eventlog)
1162         {
1163                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1164                         this.playerid,
1165                         etof(this),
1166                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1167                 ));
1168         }
1169 }
1170 #endif
1171
1172 /**
1173 =============
1174 ClientConnect
1175
1176 Called when a client connects to the server
1177 =============
1178 */
1179 void ClientConnect(entity this)
1180 {
1181         if (Ban_MaybeEnforceBanOnce(this)) return;
1182         assert(!IS_CLIENT(this), return);
1183         this.flags |= FL_CLIENT;
1184         assert(player_count >= 0, player_count = 0);
1185
1186 #ifdef WATERMARK
1187         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1188 #endif
1189         TRANSMUTE(Client, this);
1190         CS(this).version_nagtime = time + 10 + random() * 10;
1191
1192         // identify the right forced team
1193         if (autocvar_g_campaign)
1194         {
1195                 if (IS_REAL_CLIENT(this)) // only players, not bots
1196                 {
1197                         switch (autocvar_g_campaign_forceteam)
1198                         {
1199                                 case 1: this.team_forced = NUM_TEAM_1; break;
1200                                 case 2: this.team_forced = NUM_TEAM_2; break;
1201                                 case 3: this.team_forced = NUM_TEAM_3; break;
1202                                 case 4: this.team_forced = NUM_TEAM_4; break;
1203                                 default: this.team_forced = 0;
1204                         }
1205                 }
1206         }
1207         else if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1208         else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1209         else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1210         else if (PlayerInList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1211         else switch (autocvar_g_forced_team_otherwise)
1212         {
1213                 default: this.team_forced = 0; break;
1214                 case "red": this.team_forced = NUM_TEAM_1; break;
1215                 case "blue": this.team_forced = NUM_TEAM_2; break;
1216                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1217                 case "pink": this.team_forced = NUM_TEAM_4; break;
1218                 case "spectate":
1219                 case "spectator":
1220                         this.team_forced = -1;
1221                         break;
1222         }
1223         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1224
1225         int playerid_save = this.playerid;
1226         this.playerid = 0; // silent
1227         JoinBestTeam(this, false); // if the team number is valid, keep it
1228         this.playerid = playerid_save;
1229
1230         TRANSMUTE(Observer, this);
1231
1232         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1233
1234         // always track bots, don't ask for cl_allow_uidtracking
1235         if (IS_BOT_CLIENT(this))
1236                 PlayerStats_GameReport_AddPlayer(this);
1237         else
1238                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1239
1240         if (autocvar_sv_eventlog)
1241                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1242
1243         LogTeamchange(this.playerid, this.team, 1);
1244
1245         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1246
1247         if(teamplay && IS_PLAYER(this))
1248                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1249         else
1250                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1251
1252         stuffcmd(this, clientstuff, "\n");
1253         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1254
1255         FixClientCvars(this);
1256
1257         // get version info from player
1258         stuffcmd(this, "cmd clientversion $gameversion\n");
1259
1260         // notify about available teams
1261         if (teamplay)
1262         {
1263                 CheckAllowedTeams(this);
1264                 int t = 0;
1265                 if (c1 >= 0) t |= BIT(0);
1266                 if (c2 >= 0) t |= BIT(1);
1267                 if (c3 >= 0) t |= BIT(2);
1268                 if (c4 >= 0) t |= BIT(3);
1269                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1270         }
1271         else
1272         {
1273                 stuffcmd(this, "set _teams_available 0\n");
1274         }
1275
1276         bot_relinkplayerlist();
1277
1278         CS(this).spectatortime = time;
1279         if (blockSpectators)
1280         {
1281                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1282         }
1283
1284         CS(this).jointime = time;
1285
1286         if (IS_REAL_CLIENT(this))
1287         {
1288                 if (g_weaponarena_weapons == WEPSET(TUBA))
1289                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1290         }
1291
1292         if (!sv_foginterval && world.fog != "")
1293                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1294
1295         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1296                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1297                         send_CSQC_teamnagger();
1298
1299         CSQCMODEL_AUTOINIT(this);
1300
1301         CS(this).model_randomizer = random();
1302
1303         if (IS_REAL_CLIENT(this))
1304                 sv_notice_join(this);
1305
1306         // update physics stats (players can spawn before physics runs)
1307         Physics_UpdateStats(this);
1308
1309         IL_EACH(g_initforplayer, it.init_for_player, {
1310                 it.init_for_player(it, this);
1311         });
1312
1313         Handicap_Initialize(this);
1314
1315         MUTATOR_CALLHOOK(ClientConnect, this);
1316
1317         if (IS_REAL_CLIENT(this))
1318         {
1319                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1320                 {
1321                         CS(this).motd_actived_time = -1;
1322                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1323                 }
1324         }
1325 }
1326 /*
1327 =============
1328 ClientDisconnect
1329
1330 Called when a client disconnects from the server
1331 =============
1332 */
1333 .entity chatbubbleentity;
1334 void ClientDisconnect(entity this)
1335 {
1336         assert(IS_CLIENT(this), return);
1337
1338         PlayerStats_GameReport_FinalizePlayer(this);
1339         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1340         if (CS(this).active_minigame) part_minigame(this);
1341         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1342
1343         if (autocvar_sv_eventlog)
1344                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1345
1346         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1347
1348         if(IS_SPEC(this))
1349                 SetSpectatee(this, NULL);
1350
1351     MUTATOR_CALLHOOK(ClientDisconnect, this);
1352
1353         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1354         strfree(CS(this).weaponorder_byimpulse);
1355         ClientState_detach(this);
1356
1357         Portal_ClearAll(this);
1358
1359         Unfreeze(this);
1360
1361         RemoveGrapplingHooks(this);
1362
1363         // Here, everything has been done that requires this player to be a client.
1364
1365         this.flags &= ~FL_CLIENT;
1366
1367         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1368         if (this.killindicator) delete(this.killindicator);
1369
1370         WaypointSprite_PlayerGone(this);
1371
1372         bot_relinkplayerlist();
1373
1374         strfree(this.clientstatus);
1375         if (this.personal) delete(this.personal);
1376
1377         this.playerid = 0;
1378         ReadyCount();
1379         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1380
1381         ONREMOVE(this);
1382 }
1383
1384 void ChatBubbleThink(entity this)
1385 {
1386         this.nextthink = time;
1387         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1388         {
1389                 if(this.owner) // but why can that ever be NULL?
1390                         this.owner.chatbubbleentity = NULL;
1391                 delete(this);
1392                 return;
1393         }
1394
1395         this.mdl = "";
1396
1397         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1398         {
1399                 if ( CS(this.owner).active_minigame )
1400                         this.mdl = "models/sprites/minigame_busy.iqm";
1401                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1402                         this.mdl = "models/misc/chatbubble.spr";
1403         }
1404
1405         if ( this.model != this.mdl )
1406                 _setmodel(this, this.mdl);
1407
1408 }
1409
1410 void UpdateChatBubble(entity this)
1411 {
1412         if (this.alpha < 0)
1413                 return;
1414         // spawn a chatbubble entity if needed
1415         if (!this.chatbubbleentity)
1416         {
1417                 this.chatbubbleentity = new(chatbubbleentity);
1418                 this.chatbubbleentity.owner = this;
1419                 this.chatbubbleentity.exteriormodeltoclient = this;
1420                 setthink(this.chatbubbleentity, ChatBubbleThink);
1421                 this.chatbubbleentity.nextthink = time;
1422                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1423                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1424                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1425                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1426                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1427                 //this.chatbubbleentity.model = "";
1428                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1429         }
1430 }
1431
1432
1433 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1434 // added to the model skins
1435 /*void UpdateColorModHack()
1436 {
1437         float c;
1438         c = this.clientcolors & 15;
1439         // LordHavoc: only bothering to support white, green, red, yellow, blue
1440              if (!teamplay) this.colormod = '0 0 0';
1441         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1442         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1443         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1444         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1445         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1446         else this.colormod = '1 1 1';
1447 }*/
1448
1449 void respawn(entity this)
1450 {
1451         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1452         {
1453                 this.solid = SOLID_NOT;
1454                 this.takedamage = DAMAGE_NO;
1455                 set_movetype(this, MOVETYPE_FLY);
1456                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1457                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1458                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1459                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1460                 if(autocvar_g_respawn_ghosts_maxtime)
1461                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1462         }
1463
1464         CopyBody(this, 1);
1465
1466         this.effects |= EF_NODRAW; // prevent another CopyBody
1467         PutClientInServer(this);
1468 }
1469
1470 void PrintToChat(entity client, string text)
1471 {
1472         text = strcat("\{1}^7", text, "\n");
1473         sprint(client, text);
1474 }
1475
1476 void DebugPrintToChat(entity client, string text)
1477 {
1478         if (autocvar_developer)
1479         {
1480                 PrintToChat(client, text);
1481         }
1482 }
1483
1484 void PrintToChatAll(string text)
1485 {
1486         text = strcat("\{1}^7", text, "\n");
1487         bprint(text);
1488 }
1489
1490 void DebugPrintToChatAll(string text)
1491 {
1492         if (autocvar_developer)
1493         {
1494                 PrintToChatAll(text);
1495         }
1496 }
1497
1498 void PrintToChatTeam(int team_num, string text)
1499 {
1500         text = strcat("\{1}^7", text, "\n");
1501         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1502         {
1503                 if (it.team == team_num)
1504                 {
1505                         sprint(it, text);
1506                 }
1507         });
1508 }
1509
1510 void DebugPrintToChatTeam(int team_num, string text)
1511 {
1512         if (autocvar_developer)
1513         {
1514                 PrintToChatTeam(team_num, text);
1515         }
1516 }
1517
1518 void play_countdown(entity this, float finished, Sound samp)
1519 {
1520     TC(Sound, samp);
1521         if(IS_REAL_CLIENT(this))
1522                 if(floor(finished - time - frametime) != floor(finished - time))
1523                         if(finished - time < 6)
1524                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1525 }
1526
1527 void player_powerups(entity this)
1528 {
1529         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1530         int items_prev = this.items;
1531
1532         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1533                 this.modelflags |= MF_ROCKET;
1534         else
1535                 this.modelflags &= ~MF_ROCKET;
1536
1537         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1538
1539         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1540                 return;
1541
1542         Fire_ApplyDamage(this);
1543         Fire_ApplyEffect(this);
1544
1545         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1546         {
1547                 if (this.items & ITEM_Strength.m_itemid)
1548                 {
1549                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1550                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1551                         if (time > this.strength_finished)
1552                         {
1553                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1554                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1555                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1556                         }
1557                 }
1558                 else
1559                 {
1560                         if (time < this.strength_finished)
1561                         {
1562                                 this.items = this.items | ITEM_Strength.m_itemid;
1563                                 if(!g_cts)
1564                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1565                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1566                         }
1567                 }
1568                 if (this.items & ITEM_Shield.m_itemid)
1569                 {
1570                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1571                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1572                         if (time > this.invincible_finished)
1573                         {
1574                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1575                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1576                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1577                         }
1578                 }
1579                 else
1580                 {
1581                         if (time < this.invincible_finished)
1582                         {
1583                                 this.items = this.items | ITEM_Shield.m_itemid;
1584                                 if(!g_cts)
1585                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1586                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1587                         }
1588                 }
1589                 if (this.items & IT_SUPERWEAPON)
1590                 {
1591                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1592                         {
1593                                 this.superweapons_finished = 0;
1594                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1595                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1596                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1597                         }
1598                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1599                         {
1600                                 // don't let them run out
1601                         }
1602                         else
1603                         {
1604                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1605                                 if (time > this.superweapons_finished)
1606                                 {
1607                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1608                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1609                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1610                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1611                                 }
1612                         }
1613                 }
1614                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1615                 {
1616                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1617                         {
1618                                 this.items = this.items | IT_SUPERWEAPON;
1619                                 if(!g_cts)
1620                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1621                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1622                         }
1623                         else
1624                         {
1625                                 this.superweapons_finished = 0;
1626                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1627                         }
1628                 }
1629                 else
1630                 {
1631                         this.superweapons_finished = 0;
1632                 }
1633         }
1634
1635         if(autocvar_g_nodepthtestplayers)
1636                 this.effects = this.effects | EF_NODEPTHTEST;
1637
1638         if(autocvar_g_fullbrightplayers)
1639                 this.effects = this.effects | EF_FULLBRIGHT;
1640
1641         if (time >= game_starttime)
1642         if (time < this.spawnshieldtime)
1643                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1644
1645         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1646 }
1647
1648 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1649 {
1650         if(current > stable)
1651                 return current;
1652         else if(current > stable - 0.25) // when close enough, "snap"
1653                 return stable;
1654         else
1655                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1656 }
1657
1658 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1659 {
1660         if(current < stable)
1661                 return current;
1662         else if(current < stable + 0.25) // when close enough, "snap"
1663                 return stable;
1664         else
1665                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1666 }
1667
1668 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1669 {
1670         if(current > rotstable)
1671         {
1672                 if(rotframetime > 0)
1673                 {
1674                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1675                         current = max(rotstable, current - rotlinear * rotframetime);
1676                 }
1677         }
1678         else if(current < regenstable)
1679         {
1680                 if(regenframetime > 0)
1681                 {
1682                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1683                         current = min(regenstable, current + regenlinear * regenframetime);
1684                 }
1685         }
1686
1687         if(current > limit)
1688                 current = limit;
1689
1690         return current;
1691 }
1692
1693 void player_regen(entity this)
1694 {
1695         float max_mod, regen_mod, rot_mod, limit_mod;
1696         max_mod = regen_mod = rot_mod = limit_mod = 1;
1697
1698         float regen_health = autocvar_g_balance_health_regen;
1699         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1700         float regen_health_rot = autocvar_g_balance_health_rot;
1701         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1702         float regen_health_stable = autocvar_g_balance_health_regenstable;
1703         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1704         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1705                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1706         max_mod = M_ARGV(1, float);
1707         regen_mod = M_ARGV(2, float);
1708         rot_mod = M_ARGV(3, float);
1709         limit_mod = M_ARGV(4, float);
1710         regen_health = M_ARGV(5, float);
1711         regen_health_linear = M_ARGV(6, float);
1712         regen_health_rot = M_ARGV(7, float);
1713         regen_health_rotlinear = M_ARGV(8, float);
1714         regen_health_stable = M_ARGV(9, float);
1715         regen_health_rotstable = M_ARGV(10, float);
1716
1717         if(!mutator_returnvalue)
1718         if(!STAT(FROZEN, this))
1719         {
1720                 float mina, maxa, limith, limita;
1721                 maxa = autocvar_g_balance_armor_rotstable;
1722                 mina = autocvar_g_balance_armor_regenstable;
1723                 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1724                 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1725
1726                 regen_health_rotstable = regen_health_rotstable * max_mod;
1727                 regen_health_stable = regen_health_stable * max_mod;
1728                 limith = limith * limit_mod;
1729                 limita = limita * limit_mod;
1730
1731                 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
1732                                                                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1733                                                                         rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1734                 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1735                                                                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1736                                                                         rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1737         }
1738
1739         // if player rotted to death...  die!
1740         // check this outside above checks, as player may still be able to rot to death
1741         if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1742         {
1743                 if(this.vehicle)
1744                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1745                 if(this.event_damage)
1746                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1747         }
1748
1749         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1750         {
1751                 float minf, maxf, limitf;
1752
1753                 maxf = autocvar_g_balance_fuel_rotstable;
1754                 minf = autocvar_g_balance_fuel_regenstable;
1755                 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1756
1757                 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
1758                                                                                 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1759                                                                                 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1760         }
1761 }
1762
1763 bool zoomstate_set;
1764 void SetZoomState(entity this, float newzoom)
1765 {
1766         if(newzoom != CS(this).zoomstate)
1767         {
1768                 CS(this).zoomstate = newzoom;
1769                 ClientData_Touch(this);
1770         }
1771         zoomstate_set = true;
1772 }
1773
1774 void GetPressedKeys(entity this)
1775 {
1776         MUTATOR_CALLHOOK(GetPressedKeys, this);
1777         int keys = STAT(PRESSED_KEYS, this);
1778         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1779         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1780         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1781         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1782
1783         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1784         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1785         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1786         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1787         CS(this).pressedkeys = keys; // store for other users
1788
1789         STAT(PRESSED_KEYS, this) = keys;
1790 }
1791
1792 /*
1793 ======================
1794 spectate mode routines
1795 ======================
1796 */
1797
1798 void SpectateCopy(entity this, entity spectatee)
1799 {
1800     TC(Client, this); TC(Client, spectatee);
1801
1802         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1803         PS(this) = PS(spectatee);
1804         this.armortype = spectatee.armortype;
1805         SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1806         SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1807         SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1808         SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1809         SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1810         SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1811         SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1812         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1813         SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1814         CS(this).impulse = 0;
1815         this.items = spectatee.items;
1816         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1817         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1818         this.strength_finished = spectatee.strength_finished;
1819         this.invincible_finished = spectatee.invincible_finished;
1820         this.superweapons_finished = spectatee.superweapons_finished;
1821         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1822         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1823         this.punchangle = spectatee.punchangle;
1824         this.view_ofs = spectatee.view_ofs;
1825         this.velocity = spectatee.velocity;
1826         this.dmg_take = spectatee.dmg_take;
1827         this.dmg_save = spectatee.dmg_save;
1828         this.dmg_inflictor = spectatee.dmg_inflictor;
1829         this.v_angle = spectatee.v_angle;
1830         this.angles = spectatee.v_angle;
1831         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1832         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1833         this.viewloc = spectatee.viewloc;
1834         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1835                 this.fixangle = true;
1836         setorigin(this, spectatee.origin);
1837         setsize(this, spectatee.mins, spectatee.maxs);
1838         SetZoomState(this, CS(spectatee).zoomstate);
1839
1840     anticheat_spectatecopy(this, spectatee);
1841         STAT(HUD, this) = STAT(HUD, spectatee);
1842         if(spectatee.vehicle)
1843     {
1844         this.angles = spectatee.v_angle;
1845
1846         //this.fixangle = false;
1847         //this.velocity = spectatee.vehicle.velocity;
1848         this.vehicle_health = spectatee.vehicle_health;
1849         this.vehicle_shield = spectatee.vehicle_shield;
1850         this.vehicle_energy = spectatee.vehicle_energy;
1851         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1852         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1853         this.vehicle_reload1 = spectatee.vehicle_reload1;
1854         this.vehicle_reload2 = spectatee.vehicle_reload2;
1855
1856         //msg_entity = this;
1857
1858        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1859             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1860            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1861            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1862
1863         //WriteByte (MSG_ONE, SVC_SETVIEW);
1864         //    WriteEntity(MSG_ONE, this);
1865         //makevectors(spectatee.v_angle);
1866         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1867     }
1868 }
1869
1870 bool SpectateUpdate(entity this)
1871 {
1872         if(!this.enemy)
1873                 return false;
1874
1875         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1876         {
1877                 SetSpectatee(this, NULL);
1878                 return false;
1879         }
1880
1881         SpectateCopy(this, this.enemy);
1882
1883         return true;
1884 }
1885
1886 bool SpectateSet(entity this)
1887 {
1888         if(!IS_PLAYER(this.enemy))
1889                 return false;
1890
1891         ClientData_Touch(this.enemy);
1892
1893         msg_entity = this;
1894         WriteByte(MSG_ONE, SVC_SETVIEW);
1895         WriteEntity(MSG_ONE, this.enemy);
1896         set_movetype(this, MOVETYPE_NONE);
1897         accuracy_resend(this);
1898
1899         if(!SpectateUpdate(this))
1900                 PutObserverInServer(this);
1901
1902         return true;
1903 }
1904
1905 void SetSpectatee_status(entity this, int spectatee_num)
1906 {
1907         int oldspectatee_status = CS(this).spectatee_status;
1908         CS(this).spectatee_status = spectatee_num;
1909
1910         if (CS(this).spectatee_status != oldspectatee_status)
1911         {
1912                 ClientData_Touch(this);
1913                 if (g_race || g_cts) race_InitSpectator();
1914         }
1915 }
1916
1917 void SetSpectatee(entity this, entity spectatee)
1918 {
1919         if(IS_BOT_CLIENT(this))
1920                 return; // bots abuse .enemy, this code is useless to them
1921
1922         entity old_spectatee = this.enemy;
1923
1924         this.enemy = spectatee;
1925
1926         // WEAPONTODO
1927         // these are required to fix the spectator bug with arc
1928         if(old_spectatee)
1929         {
1930                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1931                 {
1932                         .entity weaponentity = weaponentities[slot];
1933                         if(old_spectatee.(weaponentity).arc_beam)
1934                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1935                 }
1936         }
1937         if(this.enemy)
1938         {
1939                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1940                 {
1941                         .entity weaponentity = weaponentities[slot];
1942                         if(this.enemy.(weaponentity).arc_beam)
1943                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1944                 }
1945         }
1946
1947         if (this.enemy)
1948                 SetSpectatee_status(this, etof(this.enemy));
1949
1950         // needed to update spectator list
1951         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1952 }
1953
1954 bool Spectate(entity this, entity pl)
1955 {
1956         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1957                 return false;
1958         pl = M_ARGV(1, entity);
1959
1960         SetSpectatee(this, pl);
1961         return SpectateSet(this);
1962 }
1963
1964 bool SpectateNext(entity this)
1965 {
1966         entity ent = find(this.enemy, classname, STR_PLAYER);
1967
1968         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1969                 ent = M_ARGV(1, entity);
1970         else if (!ent)
1971                 ent = find(ent, classname, STR_PLAYER);
1972
1973         if(ent) { SetSpectatee(this, ent); }
1974
1975         return SpectateSet(this);
1976 }
1977
1978 bool SpectatePrev(entity this)
1979 {
1980         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1981         entity ent = findchain(classname, STR_PLAYER);
1982         if (!ent) // no player
1983                 return false;
1984
1985         entity first = ent;
1986         // skip players until current spectated player
1987         if(this.enemy)
1988         while(ent && ent != this.enemy)
1989                 ent = ent.chain;
1990
1991         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1992         {
1993                 case MUT_SPECPREV_FOUND:
1994                     ent = M_ARGV(1, entity);
1995                     break;
1996                 case MUT_SPECPREV_RETURN:
1997                     return true;
1998                 case MUT_SPECPREV_CONTINUE:
1999                 default:
2000                 {
2001                         if(ent.chain)
2002                                 ent = ent.chain;
2003                         else
2004                                 ent = first;
2005                         break;
2006                 }
2007         }
2008
2009         SetSpectatee(this, ent);
2010         return SpectateSet(this);
2011 }
2012
2013 /*
2014 =============
2015 ShowRespawnCountdown()
2016
2017 Update a respawn countdown display.
2018 =============
2019 */
2020 void ShowRespawnCountdown(entity this)
2021 {
2022         float number;
2023         if(!IS_DEAD(this)) // just respawned?
2024                 return;
2025         else
2026         {
2027                 number = ceil(this.respawn_time - time);
2028                 if(number <= 0)
2029                         return;
2030                 if(number <= this.respawn_countdown)
2031                 {
2032                         this.respawn_countdown = number - 1;
2033                         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
2034                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2035                 }
2036         }
2037 }
2038
2039 .bool team_selected;
2040 bool ShowTeamSelection(entity this)
2041 {
2042         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2043                 return false;
2044         stuffcmd(this, "menu_showteamselect\n");
2045         return true;
2046 }
2047 void Join(entity this)
2048 {
2049         TRANSMUTE(Player, this);
2050
2051         if(!this.team_selected)
2052         if(autocvar_g_campaign || autocvar_g_balance_teams)
2053                 JoinBestTeam(this, true);
2054
2055         if(autocvar_g_campaign)
2056                 campaign_bots_may_start = true;
2057
2058         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2059
2060         PutClientInServer(this);
2061
2062         if(IS_PLAYER(this))
2063         if(teamplay && this.team != -1)
2064                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2065         else
2066                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2067         this.team_selected = false;
2068 }
2069
2070 /**
2071  * Determines whether the player is allowed to join. This depends on cvar
2072  * g_maxplayers, if it isn't used this function always return true, otherwise
2073  * it checks whether the number of currently playing players exceeds g_maxplayers.
2074  * @return int number of free slots for players, 0 if none
2075  */
2076 int nJoinAllowed(entity this, entity ignore)
2077 {
2078         if(!ignore)
2079         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2080         // so report 0 free slots if restricted
2081         {
2082                 if(autocvar_g_forced_team_otherwise == "spectate")
2083                         return 0;
2084                 if(autocvar_g_forced_team_otherwise == "spectator")
2085                         return 0;
2086         }
2087
2088         if(this && this.team_forced < 0)
2089                 return 0; // forced spectators can never join
2090
2091         // TODO simplify this
2092         int totalClients = 0;
2093         int currentlyPlaying = 0;
2094         FOREACH_CLIENT(true, {
2095                 if(it != ignore)
2096                         ++totalClients;
2097                 if(IS_REAL_CLIENT(it))
2098                 if(IS_PLAYER(it) || it.caplayer)
2099                         ++currentlyPlaying;
2100         });
2101
2102         float free_slots = 0;
2103         if (!autocvar_g_maxplayers)
2104                 free_slots = maxclients - totalClients;
2105         else if(currentlyPlaying < autocvar_g_maxplayers)
2106                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2107
2108         static float join_prevent_msg_time = 0;
2109         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2110         {
2111                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2112                 join_prevent_msg_time = time + 3;
2113         }
2114
2115         return free_slots;
2116 }
2117
2118 /**
2119  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2120  * g_maxplayers_spectator_blocktime seconds
2121  */
2122 void checkSpectatorBlock(entity this)
2123 {
2124         if(IS_SPEC(this) || IS_OBSERVER(this))
2125         if(!this.caplayer)
2126         if(IS_REAL_CLIENT(this))
2127         {
2128                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2129                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2130                         dropclient(this);
2131                 }
2132         }
2133 }
2134
2135 void PrintWelcomeMessage(entity this)
2136 {
2137         if(CS(this).motd_actived_time == 0)
2138         {
2139                 if (autocvar_g_campaign) {
2140                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2141                                 CS(this).motd_actived_time = time;
2142                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2143                         }
2144                 } else {
2145                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2146                                 CS(this).motd_actived_time = time;
2147                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2148                         }
2149                 }
2150         }
2151         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2152         {
2153                 if (autocvar_g_campaign) {
2154                         if (PHYS_INPUT_BUTTON_INFO(this))
2155                                 CS(this).motd_actived_time = time;
2156                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2157                                 CS(this).motd_actived_time = 0;
2158                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2159                         }
2160                 } else {
2161                         if (PHYS_INPUT_BUTTON_INFO(this))
2162                                 CS(this).motd_actived_time = time;
2163                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2164                                 CS(this).motd_actived_time = 0;
2165                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2166                         }
2167                 }
2168         }
2169         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2170         {
2171                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2172                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2173                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2174                 {
2175                         // instanctly hide MOTD
2176                         CS(this).motd_actived_time = 0;
2177                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2178                 }
2179         }
2180 }
2181
2182 const int MIN_SPEC_TIME = 1;
2183 bool joinAllowed(entity this)
2184 {
2185         if (CS(this).version_mismatch) return false;
2186         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2187         if (!nJoinAllowed(this, this)) return false;
2188         if (teamplay && lockteams) return false;
2189         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2190         if (ShowTeamSelection(this)) return false;
2191         return true;
2192 }
2193
2194 .int items_added;
2195 .string shootfromfixedorigin;
2196 bool PlayerThink(entity this)
2197 {
2198         if (game_stopped || intermission_running) {
2199                 this.modelflags &= ~MF_ROCKET;
2200                 if(intermission_running)
2201                         IntermissionThink(this);
2202                 return false;
2203         }
2204
2205         if (timeout_status == TIMEOUT_ACTIVE) {
2206         // don't allow the player to turn around while game is paused
2207                 // FIXME turn this into CSQC stuff
2208                 this.v_angle = this.lastV_angle;
2209                 this.angles = this.lastV_angle;
2210                 this.fixangle = true;
2211         }
2212
2213         if (frametime) player_powerups(this);
2214
2215         if (IS_DEAD(this)) {
2216                 if (this.personal && g_race_qualifying) {
2217                         if (time > this.respawn_time) {
2218                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2219                                 respawn(this);
2220                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2221                         }
2222                 } else {
2223                         if (frametime) player_anim(this);
2224
2225                         if (this.respawn_flags & RESPAWN_DENY)
2226                         {
2227                                 STAT(RESPAWN_TIME, this) = 0;
2228                                 return false;
2229                         }
2230
2231                         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));
2232
2233                         switch(this.deadflag)
2234                         {
2235                                 case DEAD_DYING:
2236                                 {
2237                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2238                                                 this.deadflag = DEAD_RESPAWNING;
2239                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2240                                                 this.deadflag = DEAD_DEAD;
2241                                         break;
2242                                 }
2243                                 case DEAD_DEAD:
2244                                 {
2245                                         if (button_pressed)
2246                                                 this.deadflag = DEAD_RESPAWNABLE;
2247                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2248                                                 this.deadflag = DEAD_RESPAWNING;
2249                                         break;
2250                                 }
2251                                 case DEAD_RESPAWNABLE:
2252                                 {
2253                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2254                                                 this.deadflag = DEAD_RESPAWNING;
2255                                         break;
2256                                 }
2257                                 case DEAD_RESPAWNING:
2258                                 {
2259                                         if (time > this.respawn_time)
2260                                         {
2261                                                 this.respawn_time = time + 1; // only retry once a second
2262                                                 this.respawn_time_max = this.respawn_time;
2263                                                 respawn(this);
2264                                         }
2265                                         break;
2266                                 }
2267                         }
2268
2269                         ShowRespawnCountdown(this);
2270
2271                         if (this.respawn_flags & RESPAWN_SILENT)
2272                                 STAT(RESPAWN_TIME, this) = 0;
2273                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2274                         {
2275                                 if (time < this.respawn_time)
2276                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2277                                 else if (this.deadflag != DEAD_RESPAWNING)
2278                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2279                         }
2280                         else
2281                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2282                 }
2283
2284                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2285                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2286                         STAT(RESPAWN_TIME, this) *= -1;
2287
2288                 return false;
2289         }
2290
2291         FixPlayermodel(this);
2292
2293         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2294                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2295                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2296         }
2297
2298         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2299         //if(frametime)
2300         {
2301                 this.items &= ~this.items_added;
2302
2303                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2304                 {
2305                         .entity weaponentity = weaponentities[slot];
2306                         W_WeaponFrame(this, weaponentity);
2307                 }
2308
2309                 this.items_added = 0;
2310                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2311             this.items_added |= IT_FUEL;
2312
2313                 this.items |= this.items_added;
2314         }
2315
2316         player_regen(this);
2317
2318         // WEAPONTODO: Add a weapon request for this
2319         // rot vortex charge to the charge limit
2320         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2321         {
2322                 .entity weaponentity = weaponentities[slot];
2323                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2324                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2325         }
2326
2327         if (frametime) player_anim(this);
2328
2329         // secret status
2330         secrets_setstatus(this);
2331
2332         // monsters status
2333         monsters_setstatus(this);
2334
2335         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2336
2337         return true;
2338 }
2339
2340 .bool would_spectate;
2341 void ObserverThink(entity this)
2342 {
2343         if ( CS(this).impulse )
2344         {
2345                 MinigameImpulse(this, CS(this).impulse);
2346                 CS(this).impulse = 0;
2347         }
2348
2349         if (this.flags & FL_JUMPRELEASED) {
2350                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2351                         this.flags &= ~FL_JUMPRELEASED;
2352                         this.flags |= FL_SPAWNING;
2353                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2354                         this.flags &= ~FL_JUMPRELEASED;
2355                         if(SpectateNext(this)) {
2356                                 TRANSMUTE(Spectator, this);
2357                         }
2358                 } else {
2359                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2360                         set_movetype(this, preferred_movetype);
2361                 }
2362         } else {
2363                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2364                         this.flags |= FL_JUMPRELEASED;
2365                         if(this.flags & FL_SPAWNING)
2366                         {
2367                                 this.flags &= ~FL_SPAWNING;
2368                                 Join(this);
2369                                 return;
2370                         }
2371                 }
2372         }
2373 }
2374
2375 void SpectatorThink(entity this)
2376 {
2377         if ( CS(this).impulse )
2378         {
2379                 if(MinigameImpulse(this, CS(this).impulse))
2380                         CS(this).impulse = 0;
2381
2382                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2383                 {
2384                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2385                         CS(this).impulse = 0;
2386                         return;
2387                 }
2388         }
2389
2390         if (this.flags & FL_JUMPRELEASED) {
2391                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2392                         this.flags &= ~FL_JUMPRELEASED;
2393                         this.flags |= FL_SPAWNING;
2394                 } 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)) {
2395                         this.flags &= ~FL_JUMPRELEASED;
2396                         if(SpectateNext(this)) {
2397                                 TRANSMUTE(Spectator, this);
2398                         } else {
2399                                 TRANSMUTE(Observer, this);
2400                                 PutClientInServer(this);
2401                         }
2402                         CS(this).impulse = 0;
2403                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2404                         this.flags &= ~FL_JUMPRELEASED;
2405                         if(SpectatePrev(this)) {
2406                                 TRANSMUTE(Spectator, this);
2407                         } else {
2408                                 TRANSMUTE(Observer, this);
2409                                 PutClientInServer(this);
2410                         }
2411                         CS(this).impulse = 0;
2412                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2413                         this.would_spectate = false;
2414                         this.flags &= ~FL_JUMPRELEASED;
2415                         TRANSMUTE(Observer, this);
2416                         PutClientInServer(this);
2417                 } else {
2418                         if(!SpectateUpdate(this))
2419                         {
2420                                 if(!SpectateNext(this))
2421                                 {
2422                                         PutObserverInServer(this);
2423                                         this.would_spectate = true;
2424                                 }
2425                         }
2426                 }
2427         } else {
2428                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2429                         this.flags |= FL_JUMPRELEASED;
2430                         if(this.flags & FL_SPAWNING)
2431                         {
2432                                 this.flags &= ~FL_SPAWNING;
2433                                 Join(this);
2434                                 return;
2435                         }
2436                 }
2437                 if(!SpectateUpdate(this))
2438                         PutObserverInServer(this);
2439         }
2440
2441         this.flags |= FL_CLIENT | FL_NOTARGET;
2442 }
2443
2444 void PlayerUseKey(entity this)
2445 {
2446         if (!IS_PLAYER(this))
2447                 return;
2448
2449         if(this.vehicle)
2450         {
2451                 if(!game_stopped)
2452                 {
2453                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2454                         return;
2455                 }
2456         }
2457         else if(autocvar_g_vehicles_enter)
2458         {
2459                 if(!STAT(FROZEN, this))
2460                 if(!IS_DEAD(this))
2461                 if(!game_stopped)
2462                 {
2463                         entity head, closest_target = NULL;
2464                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2465
2466                         while(head) // find the closest acceptable target to enter
2467                         {
2468                                 if(IS_VEHICLE(head))
2469                                 if(!IS_DEAD(head))
2470                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2471                                 if(head.takedamage != DAMAGE_NO)
2472                                 {
2473                                         if(closest_target)
2474                                         {
2475                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2476                                                 { closest_target = head; }
2477                                         }
2478                                         else { closest_target = head; }
2479                                 }
2480
2481                                 head = head.chain;
2482                         }
2483
2484                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2485                 }
2486         }
2487
2488         // a use key was pressed; call handlers
2489         MUTATOR_CALLHOOK(PlayerUseKey, this);
2490 }
2491
2492
2493 /*
2494 =============
2495 PlayerPreThink
2496
2497 Called every frame for each client before the physics are run
2498 =============
2499 */
2500 .float last_vehiclecheck;
2501 void PlayerPreThink (entity this)
2502 {
2503         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2504         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2505
2506         WarpZone_PlayerPhysics_FixVAngle(this);
2507
2508         if (frametime) {
2509                 // physics frames: update anticheat stuff
2510                 anticheat_prethink(this);
2511         }
2512
2513         if (blockSpectators && frametime) {
2514                 // WORKAROUND: only use dropclient in server frames (frametime set).
2515                 // Never use it in cl_movement frames (frametime zero).
2516                 checkSpectatorBlock(this);
2517         }
2518
2519         zoomstate_set = false;
2520
2521         // Check for nameless players
2522         if (this.netname == "" || this.netname != CS(this).netname_previous)
2523         {
2524                 bool assume_unchanged = (CS(this).netname_previous == "");
2525                 if (isInvisibleString(this.netname))
2526                 {
2527                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2528                         assume_unchanged = false;
2529                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2530                 }
2531                 if (!assume_unchanged && autocvar_sv_eventlog)
2532                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2533                 strcpy(CS(this).netname_previous, this.netname);
2534         }
2535
2536         // version nagging
2537         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2538         CS(this).version_nagtime = 0;
2539         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2540             // git client
2541         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2542             // git server
2543             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2544         } else {
2545             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2546             if (r < 0) { // old client
2547                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2548             } else if (r > 0) { // old server
2549                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2550             }
2551         }
2552     }
2553
2554         // GOD MODE info
2555         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2556         {
2557                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2558                 this.max_armorvalue = 0;
2559         }
2560
2561         if(IS_PLAYER(this))
2562         {
2563                 if (STAT(FROZEN, this) == 2)
2564                 {
2565                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2566                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2567                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2568
2569                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2570                                 Unfreeze(this);
2571                 }
2572                 else if (STAT(FROZEN, this) == 3)
2573                 {
2574                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2575                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2576
2577                         if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2578                         {
2579                                 if (this.vehicle)
2580                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2581                                 if(this.event_damage)
2582                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2583                         }
2584                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2585                                 Unfreeze(this);
2586                 }
2587         }
2588
2589         MUTATOR_CALLHOOK(PlayerPreThink, this);
2590
2591         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2592         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2593         {
2594                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2595                 {
2596                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2597                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2598                         {
2599                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2600                         }
2601                         else if(!it.owner)
2602                         {
2603                                 if(!it.team || SAME_TEAM(this, it))
2604                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2605                                 else if(autocvar_g_vehicles_steal)
2606                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2607                         }
2608                 });
2609
2610                 this.last_vehiclecheck = time + 1;
2611         }
2612
2613         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2614         {
2615                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2616                         PlayerUseKey(this);
2617                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2618         }
2619
2620         if (IS_REAL_CLIENT(this))
2621                 PrintWelcomeMessage(this);
2622
2623         if (IS_PLAYER(this)) {
2624                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2625                         error("Client can't be spawned as player on connection!");
2626                 if(!PlayerThink(this))
2627                         return;
2628         }
2629         else if (game_stopped || intermission_running) {
2630                 if(intermission_running)
2631                         IntermissionThink(this);
2632                 return;
2633         }
2634         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2635         {
2636                 CS(this).autojoin_checked = true;
2637                 // don't do this in ClientConnect
2638                 // many things can go wrong if a client is spawned as player on connection
2639                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2640                         || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2641                                 && (!teamplay || autocvar_g_balance_teams)))
2642                 {
2643                         campaign_bots_may_start = true;
2644                         Join(this);
2645                         return;
2646                 }
2647         }
2648         else if (IS_OBSERVER(this)) {
2649                 ObserverThink(this);
2650         }
2651         else if (IS_SPEC(this)) {
2652                 SpectatorThink(this);
2653         }
2654
2655         // WEAPONTODO: Add weapon request for this
2656         if (!zoomstate_set) {
2657                 bool wep_zoomed = false;
2658                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2659                 {
2660                         .entity weaponentity = weaponentities[slot];
2661                         Weapon thiswep = this.(weaponentity).m_weapon;
2662                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2663                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2664                 }
2665                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2666     }
2667
2668         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2669         {
2670                 CS(this).teamkill_soundtime = 0;
2671
2672                 entity e = CS(this).teamkill_soundsource;
2673                 entity oldpusher = e.pusher;
2674                 e.pusher = this;
2675                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2676                 e.pusher = oldpusher;
2677         }
2678
2679         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2680                 CS(this).taunt_soundtime = 0;
2681                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2682         }
2683
2684         target_voicescript_next(this);
2685
2686         // WEAPONTODO: Move into weaponsystem somehow
2687         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2688         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2689         {
2690                 .entity weaponentity = weaponentities[slot];
2691                 if(this.(weaponentity).m_weapon == WEP_Null)
2692                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2693         }
2694 }
2695
2696 void DrownPlayer(entity this)
2697 {
2698         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2699                 return;
2700
2701         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2702         {
2703                 if(this.air_finished < time)
2704                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2705                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2706         }
2707         else if (this.air_finished < time)
2708         {       // drown!
2709                 if (this.pain_finished < time)
2710                 {
2711                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2712                         this.pain_finished = time + 0.5;
2713                 }
2714         }
2715 }
2716
2717 .bool move_qcphysics;
2718
2719 void Player_Physics(entity this)
2720 {
2721         set_movetype(this, this.move_movetype);
2722
2723         if(!this.move_qcphysics)
2724                 return;
2725
2726         if(!frametime && !CS(this).pm_frametime)
2727                 return;
2728
2729         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2730
2731         CS(this).pm_frametime = 0;
2732 }
2733
2734 /*
2735 =============
2736 PlayerPostThink
2737
2738 Called every frame for each client after the physics are run
2739 =============
2740 */
2741 void PlayerPostThink (entity this)
2742 {
2743         Player_Physics(this);
2744
2745         if (sv_maxidle > 0)
2746         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2747         if (IS_REAL_CLIENT(this))
2748         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2749         {
2750                 int totalClients = 0;
2751                 if(sv_maxidle_slots > 0)
2752                 {
2753                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2754                         {
2755                                 ++totalClients;
2756                         });
2757                 }
2758
2759                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2760                 { /* do nothing */ }
2761                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2762                 {
2763                         if (CS(this).idlekick_lasttimeleft)
2764                         {
2765                                 CS(this).idlekick_lasttimeleft = 0;
2766                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2767                         }
2768                 }
2769                 else
2770                 {
2771                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2772                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2773                                 if (!CS(this).idlekick_lasttimeleft)
2774                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2775                         }
2776                         if (timeleft <= 0) {
2777                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2778                                 dropclient(this);
2779                                 return;
2780                         }
2781                         else if (timeleft <= 10) {
2782                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2783                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2784                 }
2785                                 CS(this).idlekick_lasttimeleft = timeleft;
2786                         }
2787                 }
2788         }
2789
2790         CheatFrame(this);
2791
2792         if (game_stopped)
2793         {
2794                 this.solid = SOLID_NOT;
2795                 this.takedamage = DAMAGE_NO;
2796                 set_movetype(this, MOVETYPE_NONE);
2797         }
2798
2799         if (IS_PLAYER(this)) {
2800                 if(this.death_time == time && IS_DEAD(this))
2801                 {
2802                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2803                         // once all the damage events of this frame have been processed with normal size
2804                         this.maxs.z = 5;
2805                         setsize(this, this.mins, this.maxs);
2806                 }
2807                 DrownPlayer(this);
2808                 UpdateChatBubble(this);
2809                 if (CS(this).impulse) ImpulseCommands(this);
2810                 if (game_stopped)
2811                 {
2812                         CSQCMODEL_AUTOUPDATE(this);
2813                         return;
2814                 }
2815                 GetPressedKeys(this);
2816         }
2817
2818         if (this.waypointsprite_attachedforcarrier) {
2819             vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2820                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2821     }
2822
2823         CSQCMODEL_AUTOUPDATE(this);
2824 }
2825
2826 // hack to copy the button fields from the client entity to the Client State
2827 void PM_UpdateButtons(entity this, entity store)
2828 {
2829         if(this.impulse)
2830                 store.impulse = this.impulse;
2831         this.impulse = 0;
2832
2833         bool typing = this.buttonchat;
2834
2835         store.button0 = (typing) ? 0 : this.button0;
2836         //button1?!
2837         store.button2 = (typing) ? 0 : this.button2;
2838         store.button3 = (typing) ? 0 : this.button3;
2839         store.button4 = this.button4;
2840         store.button5 = (typing) ? 0 : this.button5;
2841         store.button6 = this.button6;
2842         store.button7 = this.button7;
2843         store.button8 = this.button8;
2844         store.button9 = this.button9;
2845         store.button10 = this.button10;
2846         store.button11 = this.button11;
2847         store.button12 = this.button12;
2848         store.button13 = this.button13;
2849         store.button14 = this.button14;
2850         store.button15 = this.button15;
2851         store.button16 = this.button16;
2852         store.buttonuse = this.buttonuse;
2853         store.buttonchat = this.buttonchat;
2854
2855         store.cursor_active = this.cursor_active;
2856         store.cursor_screen = this.cursor_screen;
2857         store.cursor_trace_start = this.cursor_trace_start;
2858         store.cursor_trace_endpos = this.cursor_trace_endpos;
2859         store.cursor_trace_ent = this.cursor_trace_ent;
2860
2861         store.ping = this.ping;
2862         store.ping_packetloss = this.ping_packetloss;
2863         store.ping_movementloss = this.ping_movementloss;
2864
2865         store.v_angle = this.v_angle;
2866         store.movement = (typing) ? '0 0 0' : this.movement;
2867 }
2868
2869 NET_HANDLE(fpsreport, bool)
2870 {
2871         int fps = ReadShort();
2872         PlayerScore_Set(sender, SP_FPS, fps);
2873         return true;
2874 }