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Reset weapon alignment on respawn and when dual wielding status changes, default...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
7 #include "impulse.qh"
8 #include "player.qh"
9 #include "ipban.qh"
10 #include "miscfunctions.qh"
11 #include "portals.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
17 #include "g_hook.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
21 #include "cheats.qh"
22 #include "g_world.qh"
23 #include "race.qh"
24 #include "antilag.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
28
29 #include "bot/api.qh"
30
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
34
35 #include "compat/quake3.qh"
36
37 #include <common/effects/qc/globalsound.qh>
38
39 #include "../common/mapobjects/func/conveyor.qh"
40 #include "../common/mapobjects/teleporters.qh"
41 #include "../common/mapobjects/target/spawnpoint.qh"
42 #include <common/mapobjects/trigger/counter.qh>
43 #include <common/mapobjects/trigger/swamp.qh>
44
45 #include "../common/vehicles/all.qh"
46
47 #include "weapons/hitplot.qh"
48 #include "weapons/weaponsystem.qh"
49
50 #include "../common/net_notice.qh"
51 #include "../common/net_linked.qh"
52 #include "../common/physics/player.qh"
53
54 #include <common/vehicles/sv_vehicles.qh>
55
56 #include "../common/items/_mod.qh"
57
58 #include "../common/mutators/mutator/waypoints/all.qh"
59 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
60 #include <common/gamemodes/_mod.qh>
61
62 #include "../common/mapobjects/subs.qh"
63 #include "../common/mapobjects/triggers.qh"
64 #include "../common/mapobjects/trigger/secret.qh"
65
66 #include "../common/minigames/sv_minigames.qh"
67
68 #include "../common/items/inventory.qh"
69
70 #include "../common/monsters/sv_monsters.qh"
71
72 #include "../lib/warpzone/server.qh"
73
74 #include <common/mutators/mutator/overkill/oknex.qh>
75
76 STATIC_METHOD(Client, Add, void(Client this, int _team))
77 {
78     ClientConnect(this);
79     TRANSMUTE(Player, this);
80     this.frame = 12; // 7
81     this.team = _team;
82     PutClientInServer(this);
83 }
84
85 STATIC_METHOD(Client, Remove, void(Client this))
86 {
87     TRANSMUTE(Observer, this);
88     PutClientInServer(this);
89     ClientDisconnect(this);
90 }
91
92 void send_CSQC_teamnagger() {
93         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
94 }
95
96 int CountSpectators(entity player, entity to)
97 {
98         if(!player) { return 0; } // not sure how, but best to be safe
99
100         int spec_count = 0;
101
102         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
103         {
104                 spec_count++;
105         });
106
107         return spec_count;
108 }
109
110 void WriteSpectators(entity player, entity to)
111 {
112         if(!player) { return; } // not sure how, but best to be safe
113
114         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115         {
116                 WriteByte(MSG_ENTITY, num_for_edict(it));
117         });
118 }
119
120 bool ClientData_Send(entity this, entity to, int sf)
121 {
122         assert(to == this.owner, return false);
123
124         entity e = to;
125         if (IS_SPEC(e)) e = e.enemy;
126
127         sf = 0;
128         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
129         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
130         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
131         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
132
133         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
134         WriteByte(MSG_ENTITY, sf);
135
136         if (sf & BIT(1))
137                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
138
139         if(sf & BIT(4))
140         {
141                 float specs = CountSpectators(e, to);
142                 WriteByte(MSG_ENTITY, specs);
143                 WriteSpectators(e, to);
144         }
145
146         return true;
147 }
148
149 void ClientData_Attach(entity this)
150 {
151         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
152         CS(this).clientdata.drawonlytoclient = this;
153         CS(this).clientdata.owner = this;
154 }
155
156 void ClientData_Detach(entity this)
157 {
158         delete(CS(this).clientdata);
159         CS(this).clientdata = NULL;
160 }
161
162 void ClientData_Touch(entity e)
163 {
164         entity cd = CS(e).clientdata;
165         if (cd) { cd.SendFlags = 1; }
166
167         // make it spectatable
168         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
169         {
170                 entity cd = CS(it).clientdata;
171                 if (cd) { cd.SendFlags = 1; }
172         });
173 }
174
175
176 /*
177 =============
178 CheckPlayerModel
179
180 Checks if the argument string can be a valid playermodel.
181 Returns a valid one in doubt.
182 =============
183 */
184 string FallbackPlayerModel;
185 string CheckPlayerModel(string plyermodel) {
186         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
187         {
188                 // note: we cannot summon Don Strunzone here, some player may
189                 // still have the model string set. In case anyone manages how
190                 // to change a cvar default, we'll have a small leak here.
191                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
192         }
193         // only in right path
194         if( substring(plyermodel,0,14) != "models/player/")
195                 return FallbackPlayerModel;
196         // only good file extensions
197         if(substring(plyermodel,-4,4) != ".zym")
198         if(substring(plyermodel,-4,4) != ".dpm")
199         if(substring(plyermodel,-4,4) != ".iqm")
200         if(substring(plyermodel,-4,4) != ".md3")
201         if(substring(plyermodel,-4,4) != ".psk")
202                 return FallbackPlayerModel;
203         // forbid the LOD models
204         if(substring(plyermodel, -9,5) == "_lod1")
205                 return FallbackPlayerModel;
206         if(substring(plyermodel, -9,5) == "_lod2")
207                 return FallbackPlayerModel;
208         if(plyermodel != strtolower(plyermodel))
209                 return FallbackPlayerModel;
210         // also, restrict to server models
211         if(autocvar_sv_servermodelsonly)
212         {
213                 if(!fexists(plyermodel))
214                         return FallbackPlayerModel;
215         }
216         return plyermodel;
217 }
218
219 void setplayermodel(entity e, string modelname)
220 {
221         precache_model(modelname);
222         _setmodel(e, modelname);
223         player_setupanimsformodel(e);
224         if(!autocvar_g_debug_globalsounds)
225                 UpdatePlayerSounds(e);
226 }
227
228 /** putting a client as observer in the server */
229 void PutObserverInServer(entity this)
230 {
231     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
232         PlayerState_detach(this);
233
234         if (IS_PLAYER(this))
235         {
236                 if(GetResource(this, RES_HEALTH) >= 1)
237                 {
238                         // despawn effect
239                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
240                 }
241
242                 // was a player, recount votes and ready status
243                 if(IS_REAL_CLIENT(this))
244                 {
245                         if (vote_called) { VoteCount(false); }
246                         ReadyCount();
247                 }
248     }
249
250     {
251         entity spot = SelectSpawnPoint(this, true);
252         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
253         this.angles = vec2(spot.angles);
254         this.fixangle = true;
255         // offset it so that the spectator spawns higher off the ground, looks better this way
256         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
257         if (IS_REAL_CLIENT(this))
258         {
259             msg_entity = this;
260             WriteByte(MSG_ONE, SVC_SETVIEW);
261             WriteEntity(MSG_ONE, this);
262         }
263         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
264         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
265         if(!autocvar_g_debug_globalsounds)
266         {
267                 // needed for player sounds
268                 this.model = "";
269                 FixPlayermodel(this);
270         }
271         setmodel(this, MDL_Null);
272         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
273         this.view_ofs = '0 0 0';
274     }
275
276     RemoveGrapplingHooks(this);
277         Portal_ClearAll(this);
278         Unfreeze(this, false);
279         SetSpectatee(this, NULL);
280
281         if (this.alivetime)
282         {
283                 if (!warmup_stage)
284                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
285                 this.alivetime = 0;
286         }
287
288         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
289
290         WaypointSprite_PlayerDead(this);
291
292         if (CS(this).killcount != FRAGS_SPECTATOR)
293         {
294                 if(!game_stopped)
295                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
296                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
297         }
298
299         accuracy_resend(this);
300
301         CS(this).spectatortime = time;
302         if(this.bot_attack)
303                 IL_REMOVE(g_bot_targets, this);
304         this.bot_attack = false;
305         if(this.monster_attack)
306                 IL_REMOVE(g_monster_targets, this);
307         this.monster_attack = false;
308     STAT(HUD, this) = HUD_NORMAL;
309         TRANSMUTE(Observer, this);
310         this.iscreature = false;
311         this.teleportable = TELEPORT_SIMPLE;
312         if(this.damagedbycontents)
313                 IL_REMOVE(g_damagedbycontents, this);
314         this.damagedbycontents = false;
315         SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
316         SetSpectatee_status(this, etof(this));
317         this.takedamage = DAMAGE_NO;
318         this.solid = SOLID_NOT;
319         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
320         this.flags = FL_CLIENT | FL_NOTARGET;
321         this.effects = 0;
322         SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
323         this.pauserotarmor_finished = 0;
324         this.pauserothealth_finished = 0;
325         this.pauseregen_finished = 0;
326         this.damageforcescale = 0;
327         this.death_time = 0;
328         this.respawn_flags = 0;
329         this.respawn_time = 0;
330         STAT(RESPAWN_TIME, this) = 0;
331         this.alpha = 0;
332         this.scale = 0;
333         this.fade_time = 0;
334         this.pain_frame = 0;
335         this.pain_finished = 0;
336         this.strength_finished = 0;
337         this.invincible_finished = 0;
338         this.superweapons_finished = 0;
339         //this.dphitcontentsmask = 0;
340         this.dphitcontentsmask = DPCONTENTS_SOLID;
341         if (autocvar_g_playerclip_collisions)
342                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
343         this.pushltime = 0;
344         this.istypefrag = 0;
345         setthink(this, func_null);
346         this.nextthink = 0;
347         this.deadflag = DEAD_NO;
348         this.crouch = false;
349         STAT(REVIVE_PROGRESS, this) = 0;
350         this.revival_time = 0;
351         this.draggable = drag_undraggable;
352
353         this.items = 0;
354         STAT(WEAPONS, this) = '0 0 0';
355         this.drawonlytoclient = this;
356
357         this.viewloc = NULL;
358
359         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
360
361         this.weaponmodel = "";
362         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
363         {
364                 this.weaponentities[slot] = NULL;
365         }
366         this.exteriorweaponentity = NULL;
367         CS(this).killcount = FRAGS_SPECTATOR;
368         this.velocity = '0 0 0';
369         this.avelocity = '0 0 0';
370         this.punchangle = '0 0 0';
371         this.punchvector = '0 0 0';
372         this.oldvelocity = this.velocity;
373         this.fire_endtime = -1;
374         this.event_damage = func_null;
375         this.event_heal = func_null;
376
377         for(int slot = 0; slot < MAX_AXH; ++slot)
378         {
379                 entity axh = this.(AuxiliaryXhair[slot]);
380                 this.(AuxiliaryXhair[slot]) = NULL;
381
382                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
383                         delete(axh);
384         }
385
386         if (mutator_returnvalue)
387         {
388                 // mutator prevents resetting teams+score
389         }
390         else
391         {
392                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
393                 this.frags = FRAGS_SPECTATOR;
394         }
395         if (CS(this).just_joined)
396                 CS(this).just_joined = false;
397 }
398
399 int player_getspecies(entity this)
400 {
401         get_model_parameters(this.model, this.skin);
402         int s = get_model_parameters_species;
403         get_model_parameters(string_null, 0);
404         if (s < 0) return SPECIES_HUMAN;
405         return s;
406 }
407
408 .float model_randomizer;
409 void FixPlayermodel(entity player)
410 {
411         string defaultmodel = "";
412         int defaultskin = 0;
413         if(autocvar_sv_defaultcharacter)
414         {
415                 if(teamplay)
416                 {
417                         switch(player.team)
418                         {
419                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
420                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
421                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
422                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
423                         }
424                 }
425
426                 if(defaultmodel == "")
427                 {
428                         defaultmodel = autocvar_sv_defaultplayermodel;
429                         defaultskin = autocvar_sv_defaultplayerskin;
430                 }
431
432                 int n = tokenize_console(defaultmodel);
433                 if(n > 0)
434                 {
435                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
436                         // However, do NOT randomize if the player-selected model is in the list.
437                         for (int i = 0; i < n; ++i)
438                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
439                                         defaultmodel = argv(i);
440                 }
441
442                 int i = strstrofs(defaultmodel, ":", 0);
443                 if(i >= 0)
444                 {
445                         defaultskin = stof(substring(defaultmodel, i+1, -1));
446                         defaultmodel = substring(defaultmodel, 0, i);
447                 }
448         }
449         if(autocvar_sv_defaultcharacterskin && !defaultskin)
450         {
451                 if(teamplay)
452                 {
453                         switch(player.team)
454                         {
455                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
456                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
457                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
458                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
459                         }
460                 }
461
462                 if(!defaultskin)
463                         defaultskin = autocvar_sv_defaultplayerskin;
464         }
465
466         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
467         defaultmodel = M_ARGV(0, string);
468         defaultskin = M_ARGV(1, int);
469
470         bool chmdl = false;
471         int oldskin;
472         if(defaultmodel != "")
473         {
474                 if (defaultmodel != player.model)
475                 {
476                         vector m1 = player.mins;
477                         vector m2 = player.maxs;
478                         setplayermodel (player, defaultmodel);
479                         setsize (player, m1, m2);
480                         chmdl = true;
481                 }
482
483                 oldskin = player.skin;
484                 player.skin = defaultskin;
485         } else {
486                 if (player.playermodel != player.model || player.playermodel == "")
487                 {
488                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
489                         vector m1 = player.mins;
490                         vector m2 = player.maxs;
491                         setplayermodel (player, player.playermodel);
492                         setsize (player, m1, m2);
493                         chmdl = true;
494                 }
495
496                 if(!autocvar_sv_defaultcharacterskin)
497                 {
498                         oldskin = player.skin;
499                         player.skin = stof(player.playerskin);
500                 }
501                 else
502                 {
503                         oldskin = player.skin;
504                         player.skin = defaultskin;
505                 }
506         }
507
508         if(chmdl || oldskin != player.skin) // model or skin has changed
509         {
510                 player.species = player_getspecies(player); // update species
511                 if(!autocvar_g_debug_globalsounds)
512                         UpdatePlayerSounds(player); // update skin sounds
513         }
514
515         if(!teamplay)
516                 if(strlen(autocvar_sv_defaultplayercolors))
517                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
518                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
519 }
520
521 void PutPlayerInServer(entity this)
522 {
523         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
524
525         PlayerState_attach(this);
526         accuracy_resend(this);
527
528         if (this.team < 0)
529                 TeamBalance_JoinBestTeam(this);
530
531         entity spot = SelectSpawnPoint(this, false);
532         if (!spot) {
533                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
534                 return; // spawn failed
535         }
536
537         TRANSMUTE(Player, this);
538
539         CS(this).wasplayer = true;
540         this.iscreature = true;
541         this.teleportable = TELEPORT_NORMAL;
542         if(!this.damagedbycontents)
543                 IL_PUSH(g_damagedbycontents, this);
544         this.damagedbycontents = true;
545         set_movetype(this, MOVETYPE_WALK);
546         this.solid = SOLID_SLIDEBOX;
547         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
548         if (autocvar_g_playerclip_collisions)
549                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
550         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
551                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
552         this.frags = FRAGS_PLAYER;
553         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
554         this.flags = FL_CLIENT | FL_PICKUPITEMS;
555         if (autocvar__notarget)
556                 this.flags |= FL_NOTARGET;
557         this.takedamage = DAMAGE_AIM;
558         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
559
560         if (warmup_stage) {
561                 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
562                 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
563                 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
564                 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
565                 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
566                 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
567                 SetResource(this, RES_HEALTH, warmup_start_health);
568                 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
569                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
570         } else {
571                 SetResource(this, RES_SHELLS, start_ammo_shells);
572                 SetResource(this, RES_BULLETS, start_ammo_nails);
573                 SetResource(this, RES_ROCKETS, start_ammo_rockets);
574                 SetResource(this, RES_CELLS, start_ammo_cells);
575                 SetResource(this, RES_PLASMA, start_ammo_plasma);
576                 SetResource(this, RES_FUEL, start_ammo_fuel);
577                 SetResource(this, RES_HEALTH, start_health);
578                 SetResource(this, RES_ARMOR, start_armorvalue);
579                 STAT(WEAPONS, this) = start_weapons;
580                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
581                 {
582                         GiveRandomWeapons(this, random_start_weapons_count,
583                                 autocvar_g_random_start_weapons, random_start_ammo);
584                 }
585         }
586         SetSpectatee_status(this, 0);
587
588         PS(this).dual_weapons = '0 0 0';
589
590         this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
591
592         this.items = start_items;
593
594         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
595         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
596         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
597         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
598         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
599         if (!sv_ready_restart_after_countdown && time < game_starttime)
600         {
601                 float f = game_starttime - time;
602                 this.spawnshieldtime += f;
603                 this.pauserotarmor_finished += f;
604                 this.pauserothealth_finished += f;
605                 this.pauseregen_finished += f;
606         }
607
608         this.damageforcescale = autocvar_g_player_damageforcescale;
609         this.death_time = 0;
610         this.respawn_flags = 0;
611         this.respawn_time = 0;
612         STAT(RESPAWN_TIME, this) = 0;
613         this.scale = autocvar_sv_player_scale;
614         this.fade_time = 0;
615         this.pain_frame = 0;
616         this.pain_finished = 0;
617         this.pushltime = 0;
618         setthink(this, func_null); // players have no think function
619         this.nextthink = 0;
620         this.dmg_team = 0;
621         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
622
623         this.deadflag = DEAD_NO;
624
625         this.angles = spot.angles;
626         this.angles_z = 0; // never spawn tilted even if the spot says to
627         if (IS_BOT_CLIENT(this))
628         {
629                 this.v_angle = this.angles;
630                 bot_aim_reset(this);
631         }
632         this.fixangle = true; // turn this way immediately
633         this.oldvelocity = this.velocity = '0 0 0';
634         this.avelocity = '0 0 0';
635         this.punchangle = '0 0 0';
636         this.punchvector = '0 0 0';
637
638         this.strength_finished = 0;
639         this.invincible_finished = 0;
640         this.fire_endtime = -1;
641         STAT(REVIVE_PROGRESS, this) = 0;
642         this.revival_time = 0;
643
644         // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
645         STAT(BUFFS, this) = 0;
646         STAT(BUFF_TIME, this) = 0;
647
648         this.air_finished = time + 12;
649         this.waterlevel = WATERLEVEL_NONE;
650         this.watertype = CONTENT_EMPTY;
651
652         entity spawnevent = new_pure(spawnevent);
653         spawnevent.owner = this;
654         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
655
656         // Cut off any still running player sounds.
657         stopsound(this, CH_PLAYER_SINGLE);
658
659         this.model = "";
660         FixPlayermodel(this);
661         this.drawonlytoclient = NULL;
662
663         this.viewloc = NULL;
664
665         for(int slot = 0; slot < MAX_AXH; ++slot)
666         {
667                 entity axh = this.(AuxiliaryXhair[slot]);
668                 this.(AuxiliaryXhair[slot]) = NULL;
669
670                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
671                         delete(axh);
672         }
673
674         this.spawnpoint_targ = NULL;
675
676         this.crouch = false;
677         this.view_ofs = STAT(PL_VIEW_OFS, this);
678         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
679         this.spawnorigin = spot.origin;
680         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
681         // don't reset back to last position, even if new position is stuck in solid
682         this.oldorigin = this.origin;
683         if(this.conveyor)
684                 IL_REMOVE(g_conveyed, this);
685         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
686         if(this.swampslug)
687                 delete(this.swampslug);
688         this.in_swamp = false;
689         STAT(HUD, this) = HUD_NORMAL;
690
691         this.event_damage = PlayerDamage;
692         this.event_heal = PlayerHeal;
693
694         this.draggable = func_null;
695
696         if(!this.bot_attack)
697                 IL_PUSH(g_bot_targets, this);
698         this.bot_attack = true;
699         if(!this.monster_attack)
700                 IL_PUSH(g_monster_targets, this);
701         this.monster_attack = true;
702         navigation_dynamicgoal_init(this, false);
703
704         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
705
706         // player was spectator
707         if (CS(this).killcount == FRAGS_SPECTATOR) {
708                 PlayerScore_Clear(this);
709                 CS(this).killcount = 0;
710                 CS(this).startplaytime = time;
711         }
712
713         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
714         {
715                 .entity weaponentity = weaponentities[slot];
716                 CL_SpawnWeaponentity(this, weaponentity);
717         }
718         this.alpha = default_player_alpha;
719         this.colormod = '1 1 1' * autocvar_g_player_brightness;
720         this.exteriorweaponentity.alpha = default_weapon_alpha;
721
722         this.speedrunning = false;
723
724         this.counter_cnt = 0;
725         this.fragsfilter_cnt = 0;
726
727         target_voicescript_clear(this);
728
729         // reset fields the weapons may use
730         FOREACH(Weapons, true, {
731                 it.wr_resetplayer(it, this);
732                         // reload all reloadable weapons
733                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
734                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
735                         {
736                                 .entity weaponentity = weaponentities[slot];
737                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
738                         }
739                 }
740         });
741
742         {
743                 string s = spot.target;
744                 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
745                         spot.target = string_null;
746                 SUB_UseTargets(spot, this, NULL);
747                 if(g_assault || g_race)
748                         spot.target = s;
749         }
750
751         Unfreeze(this, false);
752
753         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
754
755         if (autocvar_spawn_debug)
756         {
757                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
758                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
759         }
760
761         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
762         {
763                 .entity weaponentity = weaponentities[slot];
764                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
765                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
766                 else
767                         this.(weaponentity).m_switchweapon = WEP_Null;
768                 this.(weaponentity).m_weapon = WEP_Null;
769                 this.(weaponentity).weaponname = "";
770                 this.(weaponentity).m_switchingweapon = WEP_Null;
771                 this.(weaponentity).cnt = -1;
772         }
773
774         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
775
776         if (CS(this).impulse) ImpulseCommands(this);
777
778         W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
779         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
780         {
781                 .entity weaponentity = weaponentities[slot];
782                 W_WeaponFrame(this, weaponentity);
783         }
784
785         if (!warmup_stage && !this.alivetime)
786                 this.alivetime = time;
787
788         antilag_clear(this, CS(this));
789 }
790
791 /** Called when a client spawns in the server */
792 void PutClientInServer(entity this)
793 {
794         if (IS_BOT_CLIENT(this)) {
795                 TRANSMUTE(Player, this);
796         } else if (IS_REAL_CLIENT(this)) {
797                 msg_entity = this;
798                 WriteByte(MSG_ONE, SVC_SETVIEW);
799                 WriteEntity(MSG_ONE, this);
800         }
801         if (game_stopped)
802                 TRANSMUTE(Observer, this);
803
804         SetSpectatee(this, NULL);
805
806         // reset player keys
807         if(PS(this))
808                 PS(this).itemkeys = 0;
809
810         MUTATOR_CALLHOOK(PutClientInServer, this);
811
812         if (IS_OBSERVER(this)) {
813                 PutObserverInServer(this);
814         } else if (IS_PLAYER(this)) {
815                 PutPlayerInServer(this);
816         }
817 }
818
819 // TODO do we need all these fields, or should we stop autodetecting runtime
820 // changes and just have a console command to update this?
821 bool ClientInit_SendEntity(entity this, entity to, int sf)
822 {
823         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
824         return = true;
825         msg_entity = to;
826         // MSG_INIT replacement
827         // TODO: make easier to use
828         Registry_send_all();
829         W_PROP_reload(MSG_ONE, to);
830         ClientInit_misc(this);
831         MUTATOR_CALLHOOK(Ent_Init);
832 }
833 void ClientInit_misc(entity this)
834 {
835         int channel = MSG_ONE;
836         WriteHeader(channel, ENT_CLIENT_INIT);
837         WriteByte(channel, g_nexball_meter_period * 32);
838         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
839         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
840         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
841         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
842         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
843         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
844         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
845         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
846
847         if(sv_foginterval && world.fog != "")
848                 WriteString(channel, world.fog);
849         else
850                 WriteString(channel, "");
851         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
852         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
853         WriteByte(channel, serverflags);
854         WriteCoord(channel, autocvar_g_trueaim_minrange);
855 }
856
857 void ClientInit_CheckUpdate(entity this)
858 {
859         this.nextthink = time;
860         if(this.count != autocvar_g_balance_armor_blockpercent)
861         {
862                 this.count = autocvar_g_balance_armor_blockpercent;
863                 this.SendFlags |= 1;
864         }
865         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
866         {
867                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
868                 this.SendFlags |= 1;
869         }
870 }
871
872 void ClientInit_Spawn()
873 {
874         entity e = new_pure(clientinit);
875         setthink(e, ClientInit_CheckUpdate);
876         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
877
878         ClientInit_CheckUpdate(e);
879 }
880
881 /*
882 =============
883 SetNewParms
884 =============
885 */
886 void SetNewParms ()
887 {
888         // initialize parms for a new player
889         parm1 = -(86400 * 366);
890
891         MUTATOR_CALLHOOK(SetNewParms);
892 }
893
894 /*
895 =============
896 SetChangeParms
897 =============
898 */
899 void SetChangeParms (entity this)
900 {
901         // save parms for level change
902         parm1 = CS(this).parm_idlesince - time;
903
904         MUTATOR_CALLHOOK(SetChangeParms);
905 }
906
907 /*
908 =============
909 DecodeLevelParms
910 =============
911 */
912 void DecodeLevelParms(entity this)
913 {
914         // load parms
915         CS(this).parm_idlesince = parm1;
916         if (CS(this).parm_idlesince == -(86400 * 366))
917                 CS(this).parm_idlesince = time;
918
919         // whatever happens, allow 60 seconds of idling directly after connect for map loading
920         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
921
922         MUTATOR_CALLHOOK(DecodeLevelParms);
923 }
924
925 void FixClientCvars(entity e)
926 {
927         // send prediction settings to the client
928         stuffcmd(e, "\nin_bindmap 0 0\n");
929         if(autocvar_g_antilag == 3) // client side hitscan
930                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
931         if(autocvar_sv_gentle)
932                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
933
934         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
935         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
936
937         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
938
939         MUTATOR_CALLHOOK(FixClientCvars, e);
940 }
941
942 bool findinlist_abbrev(string tofind, string list)
943 {
944         if(list == "" || tofind == "")
945                 return false; // empty list or search, just return
946
947         // this function allows abbreviated strings!
948         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
949         {
950                 return true;
951         });
952
953         return false;
954 }
955
956 bool PlayerInIPList(entity p, string iplist)
957 {
958         // some safety checks (never allow local?)
959         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
960                 return false;
961
962         return findinlist_abbrev(p.netaddress, iplist);
963 }
964
965 bool PlayerInIDList(entity p, string idlist)
966 {
967         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
968         if(!p.crypto_idfp)
969                 return false;
970
971         return findinlist_abbrev(p.crypto_idfp, idlist);
972 }
973
974 bool PlayerInList(entity player, string list)
975 {
976         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
977 }
978
979 #ifdef DP_EXT_PRECONNECT
980 /*
981 =============
982 ClientPreConnect
983
984 Called once (not at each match start) when a client begins a connection to the server
985 =============
986 */
987 void ClientPreConnect(entity this)
988 {
989         if(autocvar_sv_eventlog)
990         {
991                 GameLogEcho(sprintf(":connect:%d:%d:%s",
992                         this.playerid,
993                         etof(this),
994                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
995                 ));
996         }
997 }
998 #endif
999
1000 string GetClientVersionMessage(entity this)
1001 {
1002         if (CS(this).version_mismatch) {
1003                 if(CS(this).version < autocvar_gameversion) {
1004                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1005                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1006                 } else {
1007                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1008                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1009                 }
1010         } else {
1011                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1012         }
1013 }
1014
1015 string getwelcomemessage(entity this)
1016 {
1017         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1018         string modifications = M_ARGV(0, string);
1019
1020         if(g_weaponarena)
1021         {
1022                 if(g_weaponarena_random)
1023                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1024                 else
1025                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1026         }
1027         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1028                 modifications = strcat(modifications, ", No start weapons");
1029         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1030                 modifications = strcat(modifications, ", Low gravity");
1031         if(g_weapon_stay && !g_cts)
1032                 modifications = strcat(modifications, ", Weapons stay");
1033         if(g_jetpack)
1034                 modifications = strcat(modifications, ", Jet pack");
1035         if(autocvar_g_powerups == 0)
1036                 modifications = strcat(modifications, ", No powerups");
1037         if(autocvar_g_powerups > 0)
1038                 modifications = strcat(modifications, ", Powerups");
1039         modifications = substring(modifications, 2, strlen(modifications) - 2);
1040
1041         string versionmessage = GetClientVersionMessage(this);
1042         string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1043
1044         if(modifications != "")
1045                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1046
1047         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1048         {
1049                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1050                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1051         }
1052
1053         if (cache_mutatormsg != "") {
1054                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1055         }
1056
1057         string mutator_msg = "";
1058         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1059         mutator_msg = M_ARGV(0, string);
1060
1061         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1062
1063         string motd = autocvar_sv_motd;
1064         if (motd != "") {
1065                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1066         }
1067         return s;
1068 }
1069
1070 bool autocvar_sv_qcphysics = false; // TODO this is for testing - remove when qcphysics work
1071
1072 /**
1073 =============
1074 ClientConnect
1075
1076 Called when a client connects to the server
1077 =============
1078 */
1079 void ClientConnect(entity this)
1080 {
1081         if (Ban_MaybeEnforceBanOnce(this)) return;
1082         assert(!IS_CLIENT(this), return);
1083         this.flags |= FL_CLIENT;
1084         assert(player_count >= 0, player_count = 0);
1085
1086 #ifdef WATERMARK
1087         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1088 #endif
1089         TRANSMUTE(Client, this);
1090         CS(this).version_nagtime = time + 10 + random() * 10;
1091
1092         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1093
1094         bot_clientconnect(this);
1095
1096         Player_DetermineForcedTeam(this);
1097
1098         TRANSMUTE(Observer, this);
1099
1100         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1101
1102         // always track bots, don't ask for cl_allow_uidtracking
1103         if (IS_BOT_CLIENT(this))
1104                 PlayerStats_GameReport_AddPlayer(this);
1105         else
1106                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1107
1108         if (autocvar_sv_eventlog)
1109                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1110
1111         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1112
1113         stuffcmd(this, clientstuff, "\n");
1114         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1115
1116         FixClientCvars(this);
1117
1118         // get version info from player
1119         stuffcmd(this, "cmd clientversion $gameversion\n");
1120
1121         // notify about available teams
1122         if (teamplay)
1123         {
1124                 entity balance = TeamBalance_CheckAllowedTeams(this);
1125                 int t = TeamBalance_GetAllowedTeams(balance);
1126                 TeamBalance_Destroy(balance);
1127                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1128         }
1129         else
1130         {
1131                 stuffcmd(this, "set _teams_available 0\n");
1132         }
1133
1134         bot_relinkplayerlist();
1135
1136         CS(this).spectatortime = time;
1137         if (blockSpectators)
1138         {
1139                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1140         }
1141
1142         CS(this).jointime = time;
1143
1144         if (IS_REAL_CLIENT(this))
1145         {
1146                 if (g_weaponarena_weapons == WEPSET(TUBA))
1147                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1148         }
1149
1150         if (!sv_foginterval && world.fog != "")
1151                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1152
1153         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1154                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1155                         send_CSQC_teamnagger();
1156
1157         CSQCMODEL_AUTOINIT(this);
1158
1159         CS(this).model_randomizer = random();
1160
1161         if (IS_REAL_CLIENT(this))
1162                 sv_notice_join(this);
1163
1164         this.move_qcphysics = autocvar_sv_qcphysics;
1165
1166         // update physics stats (players can spawn before physics runs)
1167         Physics_UpdateStats(this);
1168
1169         IL_EACH(g_initforplayer, it.init_for_player, {
1170                 it.init_for_player(it, this);
1171         });
1172
1173         Handicap_Initialize(this);
1174
1175         MUTATOR_CALLHOOK(ClientConnect, this);
1176
1177         if (IS_REAL_CLIENT(this))
1178         {
1179                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1180                 {
1181                         CS(this).motd_actived_time = -1;
1182                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1183                 }
1184         }
1185 }
1186 /*
1187 =============
1188 ClientDisconnect
1189
1190 Called when a client disconnects from the server
1191 =============
1192 */
1193 .entity chatbubbleentity;
1194 void ClientDisconnect(entity this)
1195 {
1196         assert(IS_CLIENT(this), return);
1197
1198         PlayerStats_GameReport_FinalizePlayer(this);
1199         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1200         if (CS(this).active_minigame) part_minigame(this);
1201         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1202
1203         if (autocvar_sv_eventlog)
1204                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1205
1206         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1207
1208         if(IS_SPEC(this))
1209                 SetSpectatee(this, NULL);
1210
1211     MUTATOR_CALLHOOK(ClientDisconnect, this);
1212
1213         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1214         strfree(CS(this).weaponorder_byimpulse);
1215         ClientState_detach(this);
1216
1217         Portal_ClearAll(this);
1218
1219         Unfreeze(this, false);
1220
1221         RemoveGrapplingHooks(this);
1222
1223         // Here, everything has been done that requires this player to be a client.
1224
1225         this.flags &= ~FL_CLIENT;
1226
1227         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1228         if (this.killindicator) delete(this.killindicator);
1229
1230         WaypointSprite_PlayerGone(this);
1231
1232         bot_relinkplayerlist();
1233
1234         strfree(this.clientstatus);
1235         if (this.personal) delete(this.personal);
1236
1237         this.playerid = 0;
1238         ReadyCount();
1239         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1240
1241         ONREMOVE(this);
1242 }
1243
1244 void ChatBubbleThink(entity this)
1245 {
1246         this.nextthink = time;
1247         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1248         {
1249                 if(this.owner) // but why can that ever be NULL?
1250                         this.owner.chatbubbleentity = NULL;
1251                 delete(this);
1252                 return;
1253         }
1254
1255         this.mdl = "";
1256
1257         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1258         {
1259                 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1260                         this.mdl = "models/sprites/minigame_busy.iqm";
1261                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1262                         this.mdl = "models/misc/chatbubble.spr";
1263         }
1264
1265         if ( this.model != this.mdl )
1266                 _setmodel(this, this.mdl);
1267
1268 }
1269
1270 void UpdateChatBubble(entity this)
1271 {
1272         if (this.alpha < 0)
1273                 return;
1274         // spawn a chatbubble entity if needed
1275         if (!this.chatbubbleentity)
1276         {
1277                 this.chatbubbleentity = new(chatbubbleentity);
1278                 this.chatbubbleentity.owner = this;
1279                 this.chatbubbleentity.exteriormodeltoclient = this;
1280                 setthink(this.chatbubbleentity, ChatBubbleThink);
1281                 this.chatbubbleentity.nextthink = time;
1282                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1283                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1284                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1285                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1286                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1287                 //this.chatbubbleentity.model = "";
1288                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1289         }
1290 }
1291
1292
1293 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1294 // added to the model skins
1295 /*void UpdateColorModHack()
1296 {
1297         float c;
1298         c = this.clientcolors & 15;
1299         // LordHavoc: only bothering to support white, green, red, yellow, blue
1300              if (!teamplay) this.colormod = '0 0 0';
1301         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1302         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1303         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1304         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1305         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1306         else this.colormod = '1 1 1';
1307 }*/
1308
1309 void respawn(entity this)
1310 {
1311         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1312         {
1313                 this.solid = SOLID_NOT;
1314                 this.takedamage = DAMAGE_NO;
1315                 set_movetype(this, MOVETYPE_FLY);
1316                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1317                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1318                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1319                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1320                 if(autocvar_g_respawn_ghosts_maxtime)
1321                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1322         }
1323
1324         CopyBody(this, 1);
1325
1326         this.effects |= EF_NODRAW; // prevent another CopyBody
1327         PutClientInServer(this);
1328 }
1329
1330 ERASEABLE
1331 void PrintToChat(entity client, string text)
1332 {
1333         text = strcat("\{1}^7", text, "\n");
1334         sprint(client, text);
1335 }
1336
1337 ERASEABLE
1338 void DebugPrintToChat(entity client, string text)
1339 {
1340         if (autocvar_developer > 0)
1341         {
1342                 PrintToChat(client, text);
1343         }
1344 }
1345
1346 ERASEABLE
1347 void PrintToChatAll(string text)
1348 {
1349         text = strcat("\{1}^7", text, "\n");
1350         bprint(text);
1351 }
1352
1353 ERASEABLE
1354 void DebugPrintToChatAll(string text)
1355 {
1356         if (autocvar_developer > 0)
1357         {
1358                 PrintToChatAll(text);
1359         }
1360 }
1361
1362 ERASEABLE
1363 void PrintToChatTeam(int team_num, string text)
1364 {
1365         text = strcat("\{1}^7", text, "\n");
1366         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1367         {
1368                 if (it.team == team_num)
1369                 {
1370                         sprint(it, text);
1371                 }
1372         });
1373 }
1374
1375 ERASEABLE
1376 void DebugPrintToChatTeam(int team_num, string text)
1377 {
1378         if (autocvar_developer > 0)
1379         {
1380                 PrintToChatTeam(team_num, text);
1381         }
1382 }
1383
1384 void play_countdown(entity this, float finished, Sound samp)
1385 {
1386         TC(Sound, samp);
1387         if(IS_REAL_CLIENT(this))
1388                 if(floor(finished - time - frametime) != floor(finished - time))
1389                         if(finished - time < 6)
1390                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1391 }
1392
1393 void player_powerups(entity this)
1394 {
1395         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1396         int items_prev = this.items;
1397
1398         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1399                 this.modelflags |= MF_ROCKET;
1400         else
1401                 this.modelflags &= ~MF_ROCKET;
1402
1403         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1404
1405         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1406                 return;
1407
1408         Fire_ApplyDamage(this);
1409         Fire_ApplyEffect(this);
1410
1411         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1412         {
1413                 if (this.items & ITEM_Strength.m_itemid)
1414                 {
1415                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1416                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1417                         if (time > this.strength_finished)
1418                         {
1419                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1420                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1421                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1422                         }
1423                 }
1424                 else
1425                 {
1426                         if (time < this.strength_finished)
1427                         {
1428                                 this.items = this.items | ITEM_Strength.m_itemid;
1429                                 if(!g_cts)
1430                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1431                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1432                         }
1433                 }
1434                 if (this.items & ITEM_Shield.m_itemid)
1435                 {
1436                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1437                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1438                         if (time > this.invincible_finished)
1439                         {
1440                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1441                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1442                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1443                         }
1444                 }
1445                 else
1446                 {
1447                         if (time < this.invincible_finished)
1448                         {
1449                                 this.items = this.items | ITEM_Shield.m_itemid;
1450                                 if(!g_cts)
1451                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1452                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1453                         }
1454                 }
1455                 if (this.items & IT_SUPERWEAPON)
1456                 {
1457                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1458                         {
1459                                 this.superweapons_finished = 0;
1460                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1461                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1462                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1463                         }
1464                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1465                         {
1466                                 // don't let them run out
1467                         }
1468                         else
1469                         {
1470                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1471                                 if (time > this.superweapons_finished)
1472                                 {
1473                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1474                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1475                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1476                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1477                                 }
1478                         }
1479                 }
1480                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1481                 {
1482                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1483                         {
1484                                 this.items = this.items | IT_SUPERWEAPON;
1485                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1486                                 {
1487                                         if(!g_cts)
1488                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1489                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1490                                 }
1491                         }
1492                         else
1493                         {
1494                                 this.superweapons_finished = 0;
1495                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1496                         }
1497                 }
1498                 else
1499                 {
1500                         this.superweapons_finished = 0;
1501                 }
1502         }
1503
1504         if(autocvar_g_nodepthtestplayers)
1505                 this.effects = this.effects | EF_NODEPTHTEST;
1506
1507         if(autocvar_g_fullbrightplayers)
1508                 this.effects = this.effects | EF_FULLBRIGHT;
1509
1510         if (time >= game_starttime)
1511         if (time < this.spawnshieldtime)
1512                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1513
1514         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1515 }
1516
1517 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1518 {
1519         if(current > stable)
1520                 return current;
1521         else if(current > stable - 0.25) // when close enough, "snap"
1522                 return stable;
1523         else
1524                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1525 }
1526
1527 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1528 {
1529         if(current < stable)
1530                 return current;
1531         else if(current < stable + 0.25) // when close enough, "snap"
1532                 return stable;
1533         else
1534                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1535 }
1536
1537 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1538 {
1539         if(current > rotstable)
1540         {
1541                 if(rotframetime > 0)
1542                 {
1543                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1544                         current = max(rotstable, current - rotlinear * rotframetime);
1545                 }
1546         }
1547         else if(current < regenstable)
1548         {
1549                 if(regenframetime > 0)
1550                 {
1551                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1552                         current = min(regenstable, current + regenlinear * regenframetime);
1553                 }
1554         }
1555
1556         if(current > limit)
1557                 current = limit;
1558
1559         return current;
1560 }
1561
1562 void player_regen(entity this)
1563 {
1564         float max_mod, regen_mod, rot_mod, limit_mod;
1565         max_mod = regen_mod = rot_mod = limit_mod = 1;
1566
1567         float regen_health = autocvar_g_balance_health_regen;
1568         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1569         float regen_health_rot = autocvar_g_balance_health_rot;
1570         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1571         float regen_health_stable = autocvar_g_balance_health_regenstable;
1572         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1573         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1574                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1575         max_mod = M_ARGV(1, float);
1576         regen_mod = M_ARGV(2, float);
1577         rot_mod = M_ARGV(3, float);
1578         limit_mod = M_ARGV(4, float);
1579         regen_health = M_ARGV(5, float);
1580         regen_health_linear = M_ARGV(6, float);
1581         regen_health_rot = M_ARGV(7, float);
1582         regen_health_rotlinear = M_ARGV(8, float);
1583         regen_health_stable = M_ARGV(9, float);
1584         regen_health_rotstable = M_ARGV(10, float);
1585
1586         if(!mutator_returnvalue)
1587         if(!STAT(FROZEN, this))
1588         {
1589                 float mina, maxa, limith, limita;
1590                 maxa = autocvar_g_balance_armor_rotstable;
1591                 mina = autocvar_g_balance_armor_regenstable;
1592                 limith = GetResourceLimit(this, RES_HEALTH);
1593                 limita = GetResourceLimit(this, RES_ARMOR);
1594
1595                 regen_health_rotstable = regen_health_rotstable * max_mod;
1596                 regen_health_stable = regen_health_stable * max_mod;
1597                 limith = limith * limit_mod;
1598                 limita = limita * limit_mod;
1599
1600                 SetResource(this, RES_ARMOR, CalcRotRegen(GetResource(this, RES_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
1601                                                                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1602                                                                         rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1603                 SetResource(this, RES_HEALTH, CalcRotRegen(GetResource(this, RES_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1604                                                                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1605                                                                         rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1606         }
1607
1608         // if player rotted to death...  die!
1609         // check this outside above checks, as player may still be able to rot to death
1610         if(GetResource(this, RES_HEALTH) < 1)
1611         {
1612                 if(this.vehicle)
1613                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1614                 if(this.event_damage)
1615                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1616         }
1617
1618         if (!(this.items & IT_UNLIMITED_AMMO))
1619         {
1620                 float minf, maxf, limitf;
1621
1622                 maxf = autocvar_g_balance_fuel_rotstable;
1623                 minf = autocvar_g_balance_fuel_regenstable;
1624                 limitf = GetResourceLimit(this, RES_FUEL);
1625
1626                 SetResource(this, RES_FUEL, CalcRotRegen(GetResource(this, RES_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
1627                                                                                 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1628                                                                                 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1629         }
1630 }
1631
1632 bool zoomstate_set;
1633 void SetZoomState(entity this, float newzoom)
1634 {
1635         if(newzoom != CS(this).zoomstate)
1636         {
1637                 CS(this).zoomstate = newzoom;
1638                 ClientData_Touch(this);
1639         }
1640         zoomstate_set = true;
1641 }
1642
1643 void GetPressedKeys(entity this)
1644 {
1645         MUTATOR_CALLHOOK(GetPressedKeys, this);
1646         int keys = STAT(PRESSED_KEYS, this);
1647         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1648         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1649         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1650         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1651
1652         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1653         keys = BITSET(keys, KEY_CROUCH,         IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1654         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1655         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1656         CS(this).pressedkeys = keys; // store for other users
1657
1658         STAT(PRESSED_KEYS, this) = keys;
1659 }
1660
1661 /*
1662 ======================
1663 spectate mode routines
1664 ======================
1665 */
1666
1667 void SpectateCopy(entity this, entity spectatee)
1668 {
1669         TC(Client, this); TC(Client, spectatee);
1670
1671         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1672         PS(this) = PS(spectatee);
1673         this.armortype = spectatee.armortype;
1674         SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1675         SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1676         SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1677         SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1678         SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1679         SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1680         SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1681         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1682         SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1683         CS(this).impulse = 0;
1684         this.disableclientprediction = 1; // no need to run prediction on a spectator
1685         this.items = spectatee.items;
1686         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1687         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1688         this.strength_finished = spectatee.strength_finished;
1689         this.invincible_finished = spectatee.invincible_finished;
1690         this.superweapons_finished = spectatee.superweapons_finished;
1691         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1692         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1693         this.punchangle = spectatee.punchangle;
1694         this.view_ofs = spectatee.view_ofs;
1695         this.velocity = spectatee.velocity;
1696         this.dmg_take = spectatee.dmg_take;
1697         this.dmg_save = spectatee.dmg_save;
1698         this.dmg_inflictor = spectatee.dmg_inflictor;
1699         this.v_angle = spectatee.v_angle;
1700         this.angles = spectatee.v_angle;
1701         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1702         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1703         this.viewloc = spectatee.viewloc;
1704         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1705                 this.fixangle = true;
1706         setorigin(this, spectatee.origin);
1707         setsize(this, spectatee.mins, spectatee.maxs);
1708         SetZoomState(this, CS(spectatee).zoomstate);
1709
1710     anticheat_spectatecopy(this, spectatee);
1711         STAT(HUD, this) = STAT(HUD, spectatee);
1712         if(spectatee.vehicle)
1713     {
1714         this.angles = spectatee.v_angle;
1715
1716         //this.fixangle = false;
1717         //this.velocity = spectatee.vehicle.velocity;
1718         this.vehicle_health = spectatee.vehicle_health;
1719         this.vehicle_shield = spectatee.vehicle_shield;
1720         this.vehicle_energy = spectatee.vehicle_energy;
1721         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1722         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1723         this.vehicle_reload1 = spectatee.vehicle_reload1;
1724         this.vehicle_reload2 = spectatee.vehicle_reload2;
1725
1726         //msg_entity = this;
1727
1728        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1729             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1730            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1731            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1732
1733         //WriteByte (MSG_ONE, SVC_SETVIEW);
1734         //    WriteEntity(MSG_ONE, this);
1735         //makevectors(spectatee.v_angle);
1736         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1737     }
1738 }
1739
1740 bool SpectateUpdate(entity this)
1741 {
1742         if(!this.enemy)
1743                 return false;
1744
1745         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1746         {
1747                 SetSpectatee(this, NULL);
1748                 return false;
1749         }
1750
1751         SpectateCopy(this, this.enemy);
1752
1753         return true;
1754 }
1755
1756 bool SpectateSet(entity this)
1757 {
1758         if(!IS_PLAYER(this.enemy))
1759                 return false;
1760
1761         ClientData_Touch(this.enemy);
1762
1763         msg_entity = this;
1764         WriteByte(MSG_ONE, SVC_SETVIEW);
1765         WriteEntity(MSG_ONE, this.enemy);
1766         set_movetype(this, MOVETYPE_NONE);
1767         accuracy_resend(this);
1768
1769         if(!SpectateUpdate(this))
1770                 PutObserverInServer(this);
1771
1772         return true;
1773 }
1774
1775 void SetSpectatee_status(entity this, int spectatee_num)
1776 {
1777         int oldspectatee_status = CS(this).spectatee_status;
1778         CS(this).spectatee_status = spectatee_num;
1779
1780         if (CS(this).spectatee_status != oldspectatee_status)
1781         {
1782                 ClientData_Touch(this);
1783                 if (g_race || g_cts) race_InitSpectator();
1784         }
1785 }
1786
1787 void SetSpectatee(entity this, entity spectatee)
1788 {
1789         if(IS_BOT_CLIENT(this))
1790                 return; // bots abuse .enemy, this code is useless to them
1791
1792         entity old_spectatee = this.enemy;
1793
1794         this.enemy = spectatee;
1795
1796         // WEAPONTODO
1797         // these are required to fix the spectator bug with arc
1798         if(old_spectatee)
1799         {
1800                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1801                 {
1802                         .entity weaponentity = weaponentities[slot];
1803                         if(old_spectatee.(weaponentity).arc_beam)
1804                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1805                 }
1806         }
1807         if(this.enemy)
1808         {
1809                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1810                 {
1811                         .entity weaponentity = weaponentities[slot];
1812                         if(this.enemy.(weaponentity).arc_beam)
1813                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1814                 }
1815         }
1816
1817         if (this.enemy)
1818                 SetSpectatee_status(this, etof(this.enemy));
1819
1820         // needed to update spectator list
1821         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1822 }
1823
1824 bool Spectate(entity this, entity pl)
1825 {
1826         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1827                 return false;
1828         pl = M_ARGV(1, entity);
1829
1830         SetSpectatee(this, pl);
1831         return SpectateSet(this);
1832 }
1833
1834 bool SpectateNext(entity this)
1835 {
1836         entity ent = find(this.enemy, classname, STR_PLAYER);
1837
1838         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1839                 ent = M_ARGV(1, entity);
1840         else if (!ent)
1841                 ent = find(ent, classname, STR_PLAYER);
1842
1843         if(ent) { SetSpectatee(this, ent); }
1844
1845         return SpectateSet(this);
1846 }
1847
1848 bool SpectatePrev(entity this)
1849 {
1850         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1851         entity ent = findchain(classname, STR_PLAYER);
1852         if (!ent) // no player
1853                 return false;
1854
1855         entity first = ent;
1856         // skip players until current spectated player
1857         if(this.enemy)
1858         while(ent && ent != this.enemy)
1859                 ent = ent.chain;
1860
1861         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1862         {
1863                 case MUT_SPECPREV_FOUND:
1864                     ent = M_ARGV(1, entity);
1865                     break;
1866                 case MUT_SPECPREV_RETURN:
1867                     return true;
1868                 case MUT_SPECPREV_CONTINUE:
1869                 default:
1870                 {
1871                         if(ent.chain)
1872                                 ent = ent.chain;
1873                         else
1874                                 ent = first;
1875                         break;
1876                 }
1877         }
1878
1879         SetSpectatee(this, ent);
1880         return SpectateSet(this);
1881 }
1882
1883 /*
1884 =============
1885 ShowRespawnCountdown()
1886
1887 Update a respawn countdown display.
1888 =============
1889 */
1890 void ShowRespawnCountdown(entity this)
1891 {
1892         float number;
1893         if(!IS_DEAD(this)) // just respawned?
1894                 return;
1895         else
1896         {
1897                 number = ceil(this.respawn_time - time);
1898                 if(number <= 0)
1899                         return;
1900                 if(number <= this.respawn_countdown)
1901                 {
1902                         this.respawn_countdown = number - 1;
1903                         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
1904                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1905                 }
1906         }
1907 }
1908
1909 .bool team_selected;
1910 bool ShowTeamSelection(entity this)
1911 {
1912         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1913                 return false;
1914         stuffcmd(this, "menu_showteamselect\n");
1915         return true;
1916 }
1917 void Join(entity this)
1918 {
1919         TRANSMUTE(Player, this);
1920
1921         if(!this.team_selected)
1922         if(autocvar_g_campaign || autocvar_g_balance_teams)
1923                 TeamBalance_JoinBestTeam(this);
1924
1925         if(autocvar_g_campaign)
1926                 campaign_bots_may_start = true;
1927
1928         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1929
1930         PutClientInServer(this);
1931
1932         if(IS_PLAYER(this))
1933         if(teamplay && this.team != -1)
1934         {
1935         }
1936         else
1937                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1938         this.team_selected = false;
1939 }
1940
1941 int GetPlayerLimit()
1942 {
1943         int player_limit = autocvar_g_maxplayers;
1944         MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1945         player_limit = M_ARGV(0, int);
1946         return player_limit;
1947 }
1948
1949 /**
1950  * Determines whether the player is allowed to join. This depends on cvar
1951  * g_maxplayers, if it isn't used this function always return true, otherwise
1952  * it checks whether the number of currently playing players exceeds g_maxplayers.
1953  * @return int number of free slots for players, 0 if none
1954  */
1955 int nJoinAllowed(entity this, entity ignore)
1956 {
1957         if(!ignore)
1958         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1959         // so report 0 free slots if restricted
1960         {
1961                 if(autocvar_g_forced_team_otherwise == "spectate")
1962                         return 0;
1963                 if(autocvar_g_forced_team_otherwise == "spectator")
1964                         return 0;
1965         }
1966
1967         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1968                 return 0; // forced spectators can never join
1969
1970         // TODO simplify this
1971         int totalClients = 0;
1972         int currentlyPlaying = 0;
1973         FOREACH_CLIENT(true, {
1974                 if(it != ignore)
1975                         ++totalClients;
1976                 if(IS_REAL_CLIENT(it))
1977                 if(IS_PLAYER(it) || it.caplayer)
1978                         ++currentlyPlaying;
1979         });
1980
1981         int player_limit = GetPlayerLimit();
1982
1983         float free_slots = 0;
1984         if (!player_limit)
1985                 free_slots = maxclients - totalClients;
1986         else if(currentlyPlaying < player_limit)
1987                 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
1988
1989         static float join_prevent_msg_time = 0;
1990         if(this && ignore && !free_slots && time > join_prevent_msg_time)
1991         {
1992                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1993                 join_prevent_msg_time = time + 3;
1994         }
1995
1996         return free_slots;
1997 }
1998
1999 /**
2000  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2001  * g_maxplayers_spectator_blocktime seconds
2002  */
2003 void checkSpectatorBlock(entity this)
2004 {
2005         if(IS_SPEC(this) || IS_OBSERVER(this))
2006         if(!this.caplayer)
2007         if(IS_REAL_CLIENT(this))
2008         {
2009                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2010                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2011                         dropclient(this);
2012                 }
2013         }
2014 }
2015
2016 void PrintWelcomeMessage(entity this)
2017 {
2018         if(CS(this).motd_actived_time == 0)
2019         {
2020                 if (autocvar_g_campaign) {
2021                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2022                                 CS(this).motd_actived_time = time;
2023                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2024                         }
2025                 } else {
2026                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2027                                 CS(this).motd_actived_time = time;
2028                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2029                         }
2030                 }
2031         }
2032         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2033         {
2034                 if (autocvar_g_campaign) {
2035                         if (PHYS_INPUT_BUTTON_INFO(this))
2036                                 CS(this).motd_actived_time = time;
2037                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2038                                 CS(this).motd_actived_time = 0;
2039                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2040                         }
2041                 } else {
2042                         if (PHYS_INPUT_BUTTON_INFO(this))
2043                                 CS(this).motd_actived_time = time;
2044                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2045                                 CS(this).motd_actived_time = 0;
2046                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2047                         }
2048                 }
2049         }
2050         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2051         {
2052                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2053                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2054                 else if (CS(this).motd_actived_time == -2)
2055                 {
2056                         // instantly hide MOTD
2057                         CS(this).motd_actived_time = 0;
2058                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2059                 }
2060                 else if (IS_PLAYER(this) || IS_SPEC(this))
2061                 {
2062                         // FIXME occasionally for some reason MOTD never goes away
2063                         // delay MOTD removal a little bit in the hope it fixes this bug
2064                         if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2065                                 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2066                         else //if (CS(this).motd_actived_time < -2)
2067                                 CS(this).motd_actived_time++;
2068                 }
2069         }
2070 }
2071
2072 const int MIN_SPEC_TIME = 1;
2073 bool joinAllowed(entity this)
2074 {
2075         if (CS(this).version_mismatch) return false;
2076         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2077         if (!nJoinAllowed(this, this)) return false;
2078         if (teamplay && lockteams) return false;
2079         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2080         if (ShowTeamSelection(this)) return false;
2081         return true;
2082 }
2083
2084 .int items_added;
2085 .string shootfromfixedorigin;
2086 .bool dualwielding_prev;
2087 bool PlayerThink(entity this)
2088 {
2089         if (game_stopped || intermission_running) {
2090                 this.modelflags &= ~MF_ROCKET;
2091                 if(intermission_running)
2092                         IntermissionThink(this);
2093                 return false;
2094         }
2095
2096         if (timeout_status == TIMEOUT_ACTIVE) {
2097         // don't allow the player to turn around while game is paused
2098                 // FIXME turn this into CSQC stuff
2099                 this.v_angle = this.lastV_angle;
2100                 this.angles = this.lastV_angle;
2101                 this.fixangle = true;
2102         }
2103
2104         if (frametime) player_powerups(this);
2105
2106         if (IS_DEAD(this)) {
2107                 if (this.personal && g_race_qualifying) {
2108                         if (time > this.respawn_time) {
2109                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2110                                 respawn(this);
2111                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2112                         }
2113                 } else {
2114                         if (frametime) player_anim(this);
2115
2116                         if (this.respawn_flags & RESPAWN_DENY)
2117                         {
2118                                 STAT(RESPAWN_TIME, this) = 0;
2119                                 return false;
2120                         }
2121
2122                         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));
2123
2124                         switch(this.deadflag)
2125                         {
2126                                 case DEAD_DYING:
2127                                 {
2128                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2129                                                 this.deadflag = DEAD_RESPAWNING;
2130                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2131                                                 this.deadflag = DEAD_DEAD;
2132                                         break;
2133                                 }
2134                                 case DEAD_DEAD:
2135                                 {
2136                                         if (button_pressed)
2137                                                 this.deadflag = DEAD_RESPAWNABLE;
2138                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2139                                                 this.deadflag = DEAD_RESPAWNING;
2140                                         break;
2141                                 }
2142                                 case DEAD_RESPAWNABLE:
2143                                 {
2144                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2145                                                 this.deadflag = DEAD_RESPAWNING;
2146                                         break;
2147                                 }
2148                                 case DEAD_RESPAWNING:
2149                                 {
2150                                         if (time > this.respawn_time)
2151                                         {
2152                                                 this.respawn_time = time + 1; // only retry once a second
2153                                                 this.respawn_time_max = this.respawn_time;
2154                                                 respawn(this);
2155                                         }
2156                                         break;
2157                                 }
2158                         }
2159
2160                         ShowRespawnCountdown(this);
2161
2162                         if (this.respawn_flags & RESPAWN_SILENT)
2163                                 STAT(RESPAWN_TIME, this) = 0;
2164                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2165                         {
2166                                 if (time < this.respawn_time)
2167                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2168                                 else if (this.deadflag != DEAD_RESPAWNING)
2169                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2170                         }
2171                         else
2172                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2173                 }
2174
2175                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2176                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2177                         STAT(RESPAWN_TIME, this) *= -1;
2178
2179                 return false;
2180         }
2181
2182         FixPlayermodel(this);
2183
2184         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2185                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2186                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2187         }
2188
2189         // reset gun alignment when dual wielding status changes
2190         // to ensure guns are always aligned right and left
2191         bool dualwielding = W_DualWielding(this);
2192         if(this.dualwielding_prev != dualwielding)
2193         {
2194                 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2195                 this.dualwielding_prev = dualwielding;
2196         }
2197
2198         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2199         //if(frametime)
2200         {
2201                 this.items &= ~this.items_added;
2202
2203                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2204                 {
2205                         .entity weaponentity = weaponentities[slot];
2206                         if(WEP_CVAR(vortex, charge_always))
2207                                 W_Vortex_Charge(this, weaponentity, frametime);
2208                         W_WeaponFrame(this, weaponentity);
2209                 }
2210
2211                 this.items_added = 0;
2212                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
2213             this.items_added |= IT_FUEL;
2214
2215                 this.items |= this.items_added;
2216         }
2217
2218         player_regen(this);
2219
2220         // WEAPONTODO: Add a weapon request for this
2221         // rot vortex charge to the charge limit
2222         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2223         {
2224                 .entity weaponentity = weaponentities[slot];
2225                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2226                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2227         }
2228
2229         if (frametime) player_anim(this);
2230
2231         // secret status
2232         secrets_setstatus(this);
2233
2234         // monsters status
2235         monsters_setstatus(this);
2236
2237         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2238
2239         return true;
2240 }
2241
2242 .bool would_spectate;
2243 void ObserverThink(entity this)
2244 {
2245         if ( CS(this).impulse )
2246         {
2247                 MinigameImpulse(this, CS(this).impulse);
2248                 CS(this).impulse = 0;
2249         }
2250
2251         if (this.flags & FL_JUMPRELEASED) {
2252                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2253                         this.flags &= ~FL_JUMPRELEASED;
2254                         this.flags |= FL_SPAWNING;
2255                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2256                         this.flags &= ~FL_JUMPRELEASED;
2257                         if(SpectateNext(this)) {
2258                                 TRANSMUTE(Spectator, this);
2259                         }
2260                 } else {
2261                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2262                         set_movetype(this, preferred_movetype);
2263                 }
2264         } else {
2265                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2266                         this.flags |= FL_JUMPRELEASED;
2267                         if(this.flags & FL_SPAWNING)
2268                         {
2269                                 this.flags &= ~FL_SPAWNING;
2270                                 Join(this);
2271                                 return;
2272                         }
2273                 }
2274         }
2275 }
2276
2277 void SpectatorThink(entity this)
2278 {
2279         if ( CS(this).impulse )
2280         {
2281                 if(MinigameImpulse(this, CS(this).impulse))
2282                         CS(this).impulse = 0;
2283
2284                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2285                 {
2286                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2287                         CS(this).impulse = 0;
2288                         return;
2289                 }
2290         }
2291
2292         if (this.flags & FL_JUMPRELEASED) {
2293                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2294                         this.flags &= ~FL_JUMPRELEASED;
2295                         this.flags |= FL_SPAWNING;
2296                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2297                         this.flags &= ~FL_JUMPRELEASED;
2298                         if(SpectateNext(this)) {
2299                                 TRANSMUTE(Spectator, this);
2300                         } else {
2301                                 TRANSMUTE(Observer, this);
2302                                 PutClientInServer(this);
2303                         }
2304                         CS(this).impulse = 0;
2305                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2306                         this.flags &= ~FL_JUMPRELEASED;
2307                         if(SpectatePrev(this)) {
2308                                 TRANSMUTE(Spectator, this);
2309                         } else {
2310                                 TRANSMUTE(Observer, this);
2311                                 PutClientInServer(this);
2312                         }
2313                         CS(this).impulse = 0;
2314                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2315                         this.would_spectate = false;
2316                         this.flags &= ~FL_JUMPRELEASED;
2317                         TRANSMUTE(Observer, this);
2318                         PutClientInServer(this);
2319                 } else {
2320                         if(!SpectateUpdate(this))
2321                         {
2322                                 if(!SpectateNext(this))
2323                                 {
2324                                         PutObserverInServer(this);
2325                                         this.would_spectate = true;
2326                                 }
2327                         }
2328                 }
2329         } else {
2330                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2331                         this.flags |= FL_JUMPRELEASED;
2332                         if(this.flags & FL_SPAWNING)
2333                         {
2334                                 this.flags &= ~FL_SPAWNING;
2335                                 Join(this);
2336                                 return;
2337                         }
2338                 }
2339                 if(!SpectateUpdate(this))
2340                         PutObserverInServer(this);
2341         }
2342
2343         this.flags |= FL_CLIENT | FL_NOTARGET;
2344 }
2345
2346 void PlayerUseKey(entity this)
2347 {
2348         if (!IS_PLAYER(this))
2349                 return;
2350
2351         if(this.vehicle)
2352         {
2353                 if(!game_stopped)
2354                 {
2355                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2356                         return;
2357                 }
2358         }
2359         else if(autocvar_g_vehicles_enter)
2360         {
2361                 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2362                 {
2363                         entity head, closest_target = NULL;
2364                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2365
2366                         while(head) // find the closest acceptable target to enter
2367                         {
2368                                 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2369                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2370                                 {
2371                                         if(closest_target)
2372                                         {
2373                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2374                                                 { closest_target = head; }
2375                                         }
2376                                         else { closest_target = head; }
2377                                 }
2378
2379                                 head = head.chain;
2380                         }
2381
2382                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2383                 }
2384         }
2385
2386         // a use key was pressed; call handlers
2387         MUTATOR_CALLHOOK(PlayerUseKey, this);
2388 }
2389
2390
2391 /*
2392 =============
2393 PlayerPreThink
2394
2395 Called every frame for each client before the physics are run
2396 =============
2397 */
2398 .float last_vehiclecheck;
2399 void PlayerPreThink (entity this)
2400 {
2401         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2402         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2403
2404         WarpZone_PlayerPhysics_FixVAngle(this);
2405
2406         if (frametime) {
2407                 // physics frames: update anticheat stuff
2408                 anticheat_prethink(this);
2409         }
2410
2411         if (blockSpectators && frametime) {
2412                 // WORKAROUND: only use dropclient in server frames (frametime set).
2413                 // Never use it in cl_movement frames (frametime zero).
2414                 checkSpectatorBlock(this);
2415         }
2416
2417         zoomstate_set = false;
2418
2419         // Check for nameless players
2420         if (this.netname == "" || this.netname != CS(this).netname_previous)
2421         {
2422                 bool assume_unchanged = (CS(this).netname_previous == "");
2423                 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2424                 {
2425                         int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2426                         this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2427                         sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2428                         assume_unchanged = false;
2429                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2430                 }
2431                 if (isInvisibleString(this.netname))
2432                 {
2433                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2434                         sprint(this, "Warning: invisible names are not allowed.\n");
2435                         assume_unchanged = false;
2436                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2437                 }
2438                 if (!assume_unchanged && autocvar_sv_eventlog)
2439                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2440                 strcpy(CS(this).netname_previous, this.netname);
2441         }
2442
2443         // version nagging
2444         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2445         CS(this).version_nagtime = 0;
2446         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2447             // git client
2448         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2449             // git server
2450             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2451         } else {
2452             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2453             if (r < 0) { // old client
2454                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2455             } else if (r > 0) { // old server
2456                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2457             }
2458         }
2459     }
2460
2461         // GOD MODE info
2462         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2463         {
2464                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2465                 this.max_armorvalue = 0;
2466         }
2467
2468         if(IS_PLAYER(this))
2469         {
2470                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2471                 {
2472                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2473                         SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2474                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2475
2476                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2477                                 Unfreeze(this, false);
2478                 }
2479                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2480                 {
2481                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2482                         SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2483
2484                         if (GetResource(this, RES_HEALTH) < 1)
2485                         {
2486                                 if (this.vehicle)
2487                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2488                                 if(this.event_damage)
2489                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2490                         }
2491                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2492                                 Unfreeze(this, false);
2493                 }
2494         }
2495
2496         MUTATOR_CALLHOOK(PlayerPreThink, this);
2497
2498         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2499         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2500         {
2501                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2502                 {
2503                         if(!it.owner)
2504                         {
2505                                 if(!it.team || SAME_TEAM(this, it))
2506                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2507                                 else if(autocvar_g_vehicles_steal)
2508                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2509                         }
2510                         else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2511                         {
2512                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2513                         }
2514                 });
2515
2516                 this.last_vehiclecheck = time + 1;
2517         }
2518
2519         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2520         {
2521                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2522                         PlayerUseKey(this);
2523                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2524         }
2525
2526         if (IS_REAL_CLIENT(this))
2527                 PrintWelcomeMessage(this);
2528
2529         if (IS_PLAYER(this)) {
2530                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2531                         error("Client can't be spawned as player on connection!");
2532                 if(!PlayerThink(this))
2533                         return;
2534         }
2535         else if (game_stopped || intermission_running) {
2536                 if(intermission_running)
2537                         IntermissionThink(this);
2538                 return;
2539         }
2540         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2541         {
2542                 CS(this).autojoin_checked = true;
2543                 // don't do this in ClientConnect
2544                 // many things can go wrong if a client is spawned as player on connection
2545                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2546                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2547                                 && (!teamplay || autocvar_g_balance_teams)))
2548                 {
2549                         campaign_bots_may_start = true;
2550                         Join(this);
2551                         return;
2552                 }
2553         }
2554         else if (IS_OBSERVER(this)) {
2555                 ObserverThink(this);
2556         }
2557         else if (IS_SPEC(this)) {
2558                 SpectatorThink(this);
2559         }
2560
2561         // WEAPONTODO: Add weapon request for this
2562         if (!zoomstate_set) {
2563                 bool wep_zoomed = false;
2564                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2565                 {
2566                         .entity weaponentity = weaponentities[slot];
2567                         Weapon thiswep = this.(weaponentity).m_weapon;
2568                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2569                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2570                 }
2571                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2572     }
2573
2574         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2575         {
2576                 CS(this).teamkill_soundtime = 0;
2577
2578                 entity e = CS(this).teamkill_soundsource;
2579                 entity oldpusher = e.pusher;
2580                 e.pusher = this;
2581                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2582                 e.pusher = oldpusher;
2583         }
2584
2585         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2586                 CS(this).taunt_soundtime = 0;
2587                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2588         }
2589
2590         target_voicescript_next(this);
2591
2592         // WEAPONTODO: Move into weaponsystem somehow
2593         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2594         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2595         {
2596                 .entity weaponentity = weaponentities[slot];
2597                 if(this.(weaponentity).m_weapon == WEP_Null)
2598                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2599         }
2600 }
2601
2602 void DrownPlayer(entity this)
2603 {
2604         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2605                 return;
2606
2607         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2608         {
2609                 if(this.air_finished < time)
2610                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2611                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2612         }
2613         else if (this.air_finished < time)
2614         {       // drown!
2615                 if (this.pain_finished < time)
2616                 {
2617                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2618                         this.pain_finished = time + 0.5;
2619                 }
2620         }
2621 }
2622
2623 .bool move_qcphysics;
2624
2625 void Player_Physics(entity this)
2626 {
2627         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2628
2629         if(!this.move_qcphysics)
2630                 return;
2631
2632         if(!frametime && !CS(this).pm_frametime)
2633                 return;
2634
2635         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2636
2637         CS(this).pm_frametime = 0;
2638 }
2639
2640 /*
2641 =============
2642 PlayerPostThink
2643
2644 Called every frame for each client after the physics are run
2645 =============
2646 */
2647 void PlayerPostThink (entity this)
2648 {
2649         Player_Physics(this);
2650
2651         if (sv_maxidle > 0)
2652         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2653         if (IS_REAL_CLIENT(this))
2654         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2655         {
2656                 int totalClients = 0;
2657                 if(sv_maxidle_slots > 0)
2658                 {
2659                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2660                         {
2661                                 ++totalClients;
2662                         });
2663                 }
2664
2665                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2666                 { /* do nothing */ }
2667                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2668                 {
2669                         if (CS(this).idlekick_lasttimeleft)
2670                         {
2671                                 CS(this).idlekick_lasttimeleft = 0;
2672                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2673                         }
2674                 }
2675                 else
2676                 {
2677                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2678                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2679                                 if (!CS(this).idlekick_lasttimeleft)
2680                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2681                         }
2682                         if (timeleft <= 0) {
2683                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2684                                 dropclient(this);
2685                                 return;
2686                         }
2687                         else if (timeleft <= 10) {
2688                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2689                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2690                 }
2691                                 CS(this).idlekick_lasttimeleft = timeleft;
2692                         }
2693                 }
2694         }
2695
2696         CheatFrame(this);
2697
2698         if (game_stopped)
2699         {
2700                 this.solid = SOLID_NOT;
2701                 this.takedamage = DAMAGE_NO;
2702                 set_movetype(this, MOVETYPE_NONE);
2703         }
2704
2705         if (IS_PLAYER(this)) {
2706                 if(this.death_time == time && IS_DEAD(this))
2707                 {
2708                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2709                         // once all the damage events of this frame have been processed with normal size
2710                         this.maxs.z = 5;
2711                         setsize(this, this.mins, this.maxs);
2712                 }
2713                 DrownPlayer(this);
2714                 UpdateChatBubble(this);
2715                 if (CS(this).impulse) ImpulseCommands(this);
2716                 if (game_stopped)
2717                 {
2718                         CSQCMODEL_AUTOUPDATE(this);
2719                         return;
2720                 }
2721                 GetPressedKeys(this);
2722         }
2723
2724         if (this.waypointsprite_attachedforcarrier) {
2725                 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2726                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2727         }
2728
2729         CSQCMODEL_AUTOUPDATE(this);
2730 }
2731
2732 /**
2733  * message "": do not say, just test flood control
2734  * return value:
2735  *   1 = accept
2736  *   0 = reject
2737  *  -1 = fake accept
2738  */
2739 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2740 {
2741         if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2742                 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2743
2744         if (source)
2745                 msgin = formatmessage(source, msgin);
2746
2747         string colorstr;
2748         if (!(IS_PLAYER(source) || source.caplayer))
2749                 colorstr = "^0"; // black for spectators
2750         else if(teamplay)
2751                 colorstr = Team_ColorCode(source.team);
2752         else
2753         {
2754                 colorstr = "";
2755                 teamsay = false;
2756         }
2757
2758         if (!source) {
2759                 colorstr = "";
2760                 teamsay = false;
2761         }
2762
2763         if(msgin != "")
2764                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2765
2766         /*
2767          * using bprint solves this... me stupid
2768         // how can we prevent the message from appearing in a listen server?
2769         // for now, just give "say" back and only handle say_team
2770         if(!teamsay)
2771         {
2772                 clientcommand(source, strcat("say ", msgin));
2773                 return;
2774         }
2775         */
2776
2777         string namestr = "";
2778         if (source)
2779                 namestr = playername(source, autocvar_g_chat_teamcolors);
2780
2781         string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2782
2783         string msgstr = "", cmsgstr = "";
2784         string privatemsgprefix = string_null;
2785         int privatemsgprefixlen = 0;
2786         if (msgin != "")
2787         {
2788                 bool found_me = false;
2789                 if(strstrofs(msgin, "/me", 0) >= 0)
2790                 {
2791                         string newmsgin = "";
2792                         string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2793                         FOREACH_WORD(msgin, true,
2794                         {
2795                                 if(strdecolorize(it) == "/me")
2796                                 {
2797                                         found_me = true;
2798                                         newmsgin = cons(newmsgin, newnamestr);
2799                                 }
2800                                 else
2801                                         newmsgin = cons(newmsgin, it);
2802                         });
2803                         msgin = newmsgin;
2804                 }
2805
2806                 if(privatesay)
2807                 {
2808                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2809                         privatemsgprefixlen = strlen(msgstr);
2810                         msgstr = strcat(msgstr, msgin);
2811                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2812                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2813                 }
2814                 else if(teamsay)
2815                 {
2816                         if(found_me)
2817                         {
2818                                 //msgin = strreplace("/me", "", msgin);
2819                                 //msgin = substring(msgin, 3, strlen(msgin));
2820                                 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2821                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2822                         }
2823                         else
2824                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2825                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2826                 }
2827                 else
2828                 {
2829                         if(found_me)
2830                         {
2831                                 //msgin = strreplace("/me", "", msgin);
2832                                 //msgin = substring(msgin, 3, strlen(msgin));
2833                                 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2834                                 msgstr = strcat("\{1}^4* ^7", msgin);
2835                         }
2836                         else {
2837                                 msgstr = "\{1}";
2838                                 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2839                                 msgstr = strcat(msgstr, msgin);
2840                         }
2841                         cmsgstr = "";
2842                 }
2843                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2844         }
2845
2846         string fullmsgstr = msgstr;
2847         string fullcmsgstr = cmsgstr;
2848
2849         // FLOOD CONTROL
2850         int flood = 0;
2851         var .float flood_field = floodcontrol_chat;
2852         if(floodcontrol && source)
2853         {
2854                 float flood_spl;
2855                 float flood_burst;
2856                 float flood_lmax;
2857                 float lines;
2858                 if(privatesay)
2859                 {
2860                         flood_spl = autocvar_g_chat_flood_spl_tell;
2861                         flood_burst = autocvar_g_chat_flood_burst_tell;
2862                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
2863                         flood_field = floodcontrol_chattell;
2864                 }
2865                 else if(teamsay)
2866                 {
2867                         flood_spl = autocvar_g_chat_flood_spl_team;
2868                         flood_burst = autocvar_g_chat_flood_burst_team;
2869                         flood_lmax = autocvar_g_chat_flood_lmax_team;
2870                         flood_field = floodcontrol_chatteam;
2871                 }
2872                 else
2873                 {
2874                         flood_spl = autocvar_g_chat_flood_spl;
2875                         flood_burst = autocvar_g_chat_flood_burst;
2876                         flood_lmax = autocvar_g_chat_flood_lmax;
2877                         flood_field = floodcontrol_chat;
2878                 }
2879                 flood_burst = max(0, flood_burst - 1);
2880                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2881
2882                 // do flood control for the default line size
2883                 if(msgstr != "")
2884                 {
2885                         getWrappedLine_remaining = msgstr;
2886                         msgstr = "";
2887                         lines = 0;
2888                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2889                         {
2890                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2891                                 ++lines;
2892                         }
2893                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2894
2895                         if(getWrappedLine_remaining != "")
2896                         {
2897                                 msgstr = strcat(msgstr, "\n");
2898                                 flood = 2;
2899                         }
2900
2901                         if (time >= source.(flood_field))
2902                         {
2903                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2904                         }
2905                         else
2906                         {
2907                                 flood = 1;
2908                                 msgstr = fullmsgstr;
2909                         }
2910                 }
2911                 else
2912                 {
2913                         if (time >= source.(flood_field))
2914                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2915                         else
2916                                 flood = 1;
2917                 }
2918
2919                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2920                         source.(flood_field) = flood = 0;
2921         }
2922
2923         string sourcemsgstr, sourcecmsgstr;
2924         if(flood == 2) // cannot happen for empty msgstr
2925         {
2926                 if(autocvar_g_chat_flood_notify_flooder)
2927                 {
2928                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2929                         sourcecmsgstr = "";
2930                 }
2931                 else
2932                 {
2933                         sourcemsgstr = fullmsgstr;
2934                         sourcecmsgstr = fullcmsgstr;
2935                 }
2936                 cmsgstr = "";
2937         }
2938         else
2939         {
2940                 sourcemsgstr = msgstr;
2941                 sourcecmsgstr = cmsgstr;
2942         }
2943
2944         if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2945         {
2946                 if (!game_stopped)
2947                 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2948                         teamsay = -1; // spectators
2949         }
2950
2951         if(flood)
2952                 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2953
2954         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2955         if(privatesay)
2956                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2957
2958         int ret;
2959         if(source && CS(source).muted)
2960         {
2961                 // always fake the message
2962                 ret = -1;
2963         }
2964         else if(flood == 1)
2965         {
2966                 if (autocvar_g_chat_flood_notify_flooder)
2967                 {
2968                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
2969                         ret = 0;
2970                 }
2971                 else
2972                         ret = -1;
2973         }
2974         else
2975         {
2976                 ret = 1;
2977         }
2978
2979         if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2980         {
2981                 if (!game_stopped)
2982                 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
2983                         ret = -1; // just hide the message completely
2984         }
2985
2986         MUTATOR_CALLHOOK(ChatMessage, source, ret);
2987         ret = M_ARGV(1, int);
2988
2989         string event_log_msg = "";
2990
2991         if(sourcemsgstr != "" && ret != 0)
2992         {
2993                 if(ret < 0) // faked message, because the player is muted
2994                 {
2995                         sprint(source, sourcemsgstr);
2996                         if(sourcecmsgstr != "" && !privatesay)
2997                                 centerprint(source, sourcecmsgstr);
2998                 }
2999                 else if(privatesay) // private message, between 2 people only
3000                 {
3001                         sprint(source, sourcemsgstr);
3002                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3003                         if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3004                         {
3005                                 sprint(privatesay, msgstr);
3006                                 if(cmsgstr != "")
3007                                         centerprint(privatesay, cmsgstr);
3008                         }
3009                 }
3010                 else if ( teamsay && CS(source).active_minigame )
3011                 {
3012                         sprint(source, sourcemsgstr);
3013                         dedicated_print(msgstr); // send to server console too
3014                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3015                                 sprint(it, msgstr);
3016                         });
3017                         event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3018
3019                 }
3020                 else if(teamsay > 0) // team message, only sent to team mates
3021                 {
3022                         sprint(source, sourcemsgstr);
3023                         dedicated_print(msgstr); // send to server console too
3024                         if(sourcecmsgstr != "")
3025                                 centerprint(source, sourcecmsgstr);
3026                         FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3027                                 sprint(it, msgstr);
3028                                 if(cmsgstr != "")
3029                                         centerprint(it, cmsgstr);
3030                         });
3031                         event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3032                 }
3033                 else if(teamsay < 0) // spectator message, only sent to spectators
3034                 {
3035                         sprint(source, sourcemsgstr);
3036                         dedicated_print(msgstr); // send to server console too
3037                         FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3038                                 sprint(it, msgstr);
3039                         });
3040                         event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3041                 }
3042                 else
3043                 {
3044                         if (source) {
3045                                 sprint(source, sourcemsgstr);
3046                                 dedicated_print(msgstr); // send to server console too
3047                                 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3048                         }
3049                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3050                                 sprint(it, msgstr);
3051                         });
3052                         event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3053                 }
3054         }
3055
3056         if (autocvar_sv_eventlog && (event_log_msg != "")) {
3057                 GameLogEcho(event_log_msg);
3058         }
3059
3060         return ret;
3061 }
3062
3063 // hack to copy the button fields from the client entity to the Client State
3064 void PM_UpdateButtons(entity this, entity store)
3065 {
3066         if(this.impulse)
3067                 store.impulse = this.impulse;
3068         this.impulse = 0;
3069
3070         bool typing = this.buttonchat || this.button12;
3071
3072         store.button0 = (typing) ? 0 : this.button0;
3073         //button1?!
3074         store.button2 = (typing) ? 0 : this.button2;
3075         store.button3 = (typing) ? 0 : this.button3;
3076         store.button4 = this.button4;
3077         store.button5 = (typing) ? 0 : this.button5;
3078         store.button6 = this.button6;
3079         store.button7 = this.button7;
3080         store.button8 = this.button8;
3081         store.button9 = this.button9;
3082         store.button10 = this.button10;
3083         store.button11 = this.button11;
3084         store.button12 = this.button12;
3085         store.button13 = this.button13;
3086         store.button14 = this.button14;
3087         store.button15 = this.button15;
3088         store.button16 = this.button16;
3089         store.buttonuse = this.buttonuse;
3090         store.buttonchat = this.buttonchat;
3091
3092         store.cursor_active = this.cursor_active;
3093         store.cursor_screen = this.cursor_screen;
3094         store.cursor_trace_start = this.cursor_trace_start;
3095         store.cursor_trace_endpos = this.cursor_trace_endpos;
3096         store.cursor_trace_ent = this.cursor_trace_ent;
3097
3098         store.ping = this.ping;
3099         store.ping_packetloss = this.ping_packetloss;
3100         store.ping_movementloss = this.ping_movementloss;
3101
3102         store.v_angle = this.v_angle;
3103         store.movement = (typing) ? '0 0 0' : this.movement;
3104 }
3105
3106 NET_HANDLE(fpsreport, bool)
3107 {
3108         int fps = ReadShort();
3109         PlayerScore_Set(sender, SP_FPS, fps);
3110         return true;
3111 }