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