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