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