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