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