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