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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
7 #include "impulse.qh"
8 #include "player.qh"
9 #include "ipban.qh"
10 #include "miscfunctions.qh"
11 #include "portals.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
17 #include "g_hook.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "cheats.qh"
21 #include "g_world.qh"
22 #include "race.qh"
23 #include "antilag.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
27
28 #include "bot/api.qh"
29
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
33
34 #include <common/effects/qc/globalsound.qh>
35
36 #include "../common/mapobjects/func/conveyor.qh"
37 #include "../common/mapobjects/teleporters.qh"
38 #include "../common/mapobjects/target/spawnpoint.qh"
39
40 #include "../common/vehicles/all.qh"
41
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
44
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
48
49 #include <common/vehicles/sv_vehicles.qh>
50
51 #include "../common/items/_mod.qh"
52
53 #include "../common/mutators/mutator/waypoints/all.qh"
54 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
55 #include <common/gamemodes/_mod.qh>
56
57 #include "../common/mapobjects/subs.qh"
58 #include "../common/mapobjects/triggers.qh"
59 #include "../common/mapobjects/trigger/secret.qh"
60
61 #include "../common/minigames/sv_minigames.qh"
62
63 #include "../common/items/inventory.qh"
64
65 #include "../common/monsters/sv_monsters.qh"
66
67 #include "../lib/warpzone/server.qh"
68
69 #include <common/mutators/mutator/overkill/oknex.qh>
70
71 STATIC_METHOD(Client, Add, void(Client this, int _team))
72 {
73     ClientConnect(this);
74     TRANSMUTE(Player, this);
75     this.frame = 12; // 7
76     this.team = _team;
77     PutClientInServer(this);
78 }
79
80 STATIC_METHOD(Client, Remove, void(Client this))
81 {
82     TRANSMUTE(Observer, this);
83     PutClientInServer(this);
84     ClientDisconnect(this);
85 }
86
87 void send_CSQC_teamnagger() {
88         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
89 }
90
91 int CountSpectators(entity player, entity to)
92 {
93         if(!player) { return 0; } // not sure how, but best to be safe
94
95         int spec_count = 0;
96
97         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
98         {
99                 spec_count++;
100         });
101
102         return spec_count;
103 }
104
105 void WriteSpectators(entity player, entity to)
106 {
107         if(!player) { return; } // not sure how, but best to be safe
108
109         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
110         {
111                 WriteByte(MSG_ENTITY, num_for_edict(it));
112         });
113 }
114
115 bool ClientData_Send(entity this, entity to, int sf)
116 {
117         assert(to == this.owner, return false);
118
119         entity e = to;
120         if (IS_SPEC(e)) e = e.enemy;
121
122         sf = 0;
123         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
124         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
125         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
126         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
127
128         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
129         WriteByte(MSG_ENTITY, sf);
130
131         if (sf & BIT(1))
132                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
133
134         if(sf & BIT(4))
135         {
136                 float specs = CountSpectators(e, to);
137                 WriteByte(MSG_ENTITY, specs);
138                 WriteSpectators(e, to);
139         }
140
141         return true;
142 }
143
144 void ClientData_Attach(entity this)
145 {
146         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
147         CS(this).clientdata.drawonlytoclient = this;
148         CS(this).clientdata.owner = this;
149 }
150
151 void ClientData_Detach(entity this)
152 {
153         delete(CS(this).clientdata);
154         CS(this).clientdata = NULL;
155 }
156
157 void ClientData_Touch(entity e)
158 {
159         entity cd = CS(e).clientdata;
160         if (cd) { cd.SendFlags = 1; }
161
162         // make it spectatable
163         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
164         {
165                 entity cd = CS(it).clientdata;
166                 if (cd) { cd.SendFlags = 1; }
167         });
168 }
169
170
171 /*
172 =============
173 CheckPlayerModel
174
175 Checks if the argument string can be a valid playermodel.
176 Returns a valid one in doubt.
177 =============
178 */
179 string FallbackPlayerModel;
180 string CheckPlayerModel(string plyermodel) {
181         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
182         {
183                 // note: we cannot summon Don Strunzone here, some player may
184                 // still have the model string set. In case anyone manages how
185                 // to change a cvar default, we'll have a small leak here.
186                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
187         }
188         // only in right path
189         if( substring(plyermodel,0,14) != "models/player/")
190                 return FallbackPlayerModel;
191         // only good file extensions
192         if(substring(plyermodel,-4,4) != ".zym")
193         if(substring(plyermodel,-4,4) != ".dpm")
194         if(substring(plyermodel,-4,4) != ".iqm")
195         if(substring(plyermodel,-4,4) != ".md3")
196         if(substring(plyermodel,-4,4) != ".psk")
197                 return FallbackPlayerModel;
198         // forbid the LOD models
199         if(substring(plyermodel, -9,5) == "_lod1")
200                 return FallbackPlayerModel;
201         if(substring(plyermodel, -9,5) == "_lod2")
202                 return FallbackPlayerModel;
203         if(plyermodel != strtolower(plyermodel))
204                 return FallbackPlayerModel;
205         // also, restrict to server models
206         if(autocvar_sv_servermodelsonly)
207         {
208                 if(!fexists(plyermodel))
209                         return FallbackPlayerModel;
210         }
211         return plyermodel;
212 }
213
214 void setplayermodel(entity e, string modelname)
215 {
216         precache_model(modelname);
217         _setmodel(e, modelname);
218         player_setupanimsformodel(e);
219         if(!autocvar_g_debug_globalsounds)
220                 UpdatePlayerSounds(e);
221 }
222
223 /** putting a client as observer in the server */
224 void PutObserverInServer(entity this)
225 {
226     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
227         PlayerState_detach(this);
228
229         if (IS_PLAYER(this))
230         {
231                 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
232                 {
233                         // despawn effect
234                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
235                 }
236
237                 // was a player, recount votes and ready status
238                 if(IS_REAL_CLIENT(this))
239                 {
240                         if (vote_called) { VoteCount(false); }
241                         ReadyCount();
242                 }
243     }
244
245     {
246         entity spot = SelectSpawnPoint(this, true);
247         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
248         this.angles = vec2(spot.angles);
249         this.fixangle = true;
250         // offset it so that the spectator spawns higher off the ground, looks better this way
251         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
252         if (IS_REAL_CLIENT(this))
253         {
254             msg_entity = this;
255             WriteByte(MSG_ONE, SVC_SETVIEW);
256             WriteEntity(MSG_ONE, this);
257         }
258         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
259         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
260         if(!autocvar_g_debug_globalsounds)
261         {
262                 // needed for player sounds
263                 this.model = "";
264                 FixPlayermodel(this);
265         }
266         setmodel(this, MDL_Null);
267         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
268         this.view_ofs = '0 0 0';
269     }
270
271     RemoveGrapplingHooks(this);
272         Portal_ClearAll(this);
273         Unfreeze(this);
274         SetSpectatee(this, NULL);
275
276         if (this.alivetime)
277         {
278                 if (!warmup_stage)
279                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
280                 this.alivetime = 0;
281         }
282
283         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
284
285         WaypointSprite_PlayerDead(this);
286
287         if (CS(this).killcount != FRAGS_SPECTATOR)
288         {
289                 if(!game_stopped)
290                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
291                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
292
293                 if(CS(this).just_joined)
294                 {
295                         CS(this).just_joined = false;
296                 }
297         }
298
299         accuracy_resend(this);
300
301         CS(this).spectatortime = time;
302         if(this.bot_attack)
303                 IL_REMOVE(g_bot_targets, this);
304         this.bot_attack = false;
305         if(this.monster_attack)
306                 IL_REMOVE(g_monster_targets, this);
307         this.monster_attack = false;
308     STAT(HUD, this) = HUD_NORMAL;
309         TRANSMUTE(Observer, this);
310         this.iscreature = false;
311         this.teleportable = TELEPORT_SIMPLE;
312         if(this.damagedbycontents)
313                 IL_REMOVE(g_damagedbycontents, this);
314         this.damagedbycontents = false;
315         SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
316         SetSpectatee_status(this, etof(this));
317         this.takedamage = DAMAGE_NO;
318         this.solid = SOLID_NOT;
319         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
320         this.flags = FL_CLIENT | FL_NOTARGET;
321         this.effects = 0;
322         SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
323         this.pauserotarmor_finished = 0;
324         this.pauserothealth_finished = 0;
325         this.pauseregen_finished = 0;
326         this.damageforcescale = 0;
327         this.death_time = 0;
328         this.respawn_flags = 0;
329         this.respawn_time = 0;
330         STAT(RESPAWN_TIME, this) = 0;
331         this.alpha = 0;
332         this.scale = 0;
333         this.fade_time = 0;
334         this.pain_frame = 0;
335         this.pain_finished = 0;
336         this.strength_finished = 0;
337         this.invincible_finished = 0;
338         this.superweapons_finished = 0;
339         this.dphitcontentsmask = 0;
340         this.pushltime = 0;
341         this.istypefrag = 0;
342         setthink(this, func_null);
343         this.nextthink = 0;
344         this.deadflag = DEAD_NO;
345         this.crouch = false;
346         STAT(REVIVE_PROGRESS, this) = 0;
347         this.revival_time = 0;
348
349         this.items = 0;
350         STAT(WEAPONS, this) = '0 0 0';
351         this.drawonlytoclient = this;
352
353         this.viewloc = NULL;
354
355         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
356
357         this.weaponmodel = "";
358         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
359         {
360                 this.weaponentities[slot] = NULL;
361         }
362         this.exteriorweaponentity = NULL;
363         CS(this).killcount = FRAGS_SPECTATOR;
364         this.velocity = '0 0 0';
365         this.avelocity = '0 0 0';
366         this.punchangle = '0 0 0';
367         this.punchvector = '0 0 0';
368         this.oldvelocity = this.velocity;
369         this.fire_endtime = -1;
370         this.event_damage = func_null;
371         this.event_heal = func_null;
372
373         for(int slot = 0; slot < MAX_AXH; ++slot)
374         {
375                 entity axh = this.(AuxiliaryXhair[slot]);
376                 this.(AuxiliaryXhair[slot]) = NULL;
377
378                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
379                         delete(axh);
380         }
381         
382         if (mutator_returnvalue)
383         {
384                 // mutator prevents resetting teams+score
385         }
386         else
387         {
388                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
389                 this.frags = FRAGS_SPECTATOR;
390     }
391 }
392
393 int player_getspecies(entity this)
394 {
395         get_model_parameters(this.model, this.skin);
396         int s = get_model_parameters_species;
397         get_model_parameters(string_null, 0);
398         if (s < 0) return SPECIES_HUMAN;
399         return s;
400 }
401
402 .float model_randomizer;
403 void FixPlayermodel(entity player)
404 {
405         string defaultmodel = "";
406         int defaultskin = 0;
407         if(autocvar_sv_defaultcharacter)
408         {
409                 if(teamplay)
410                 {
411                         switch(player.team)
412                         {
413                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
414                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
415                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
416                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
417                         }
418                 }
419
420                 if(defaultmodel == "")
421                 {
422                         defaultmodel = autocvar_sv_defaultplayermodel;
423                         defaultskin = autocvar_sv_defaultplayerskin;
424                 }
425
426                 int n = tokenize_console(defaultmodel);
427                 if(n > 0)
428                 {
429                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
430                         // However, do NOT randomize if the player-selected model is in the list.
431                         for (int i = 0; i < n; ++i)
432                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
433                                         defaultmodel = argv(i);
434                 }
435
436                 int i = strstrofs(defaultmodel, ":", 0);
437                 if(i >= 0)
438                 {
439                         defaultskin = stof(substring(defaultmodel, i+1, -1));
440                         defaultmodel = substring(defaultmodel, 0, i);
441                 }
442         }
443         if(autocvar_sv_defaultcharacterskin && !defaultskin)
444         {
445                 if(teamplay)
446                 {
447                         switch(player.team)
448                         {
449                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
450                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
451                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
452                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
453                         }
454                 }
455
456                 if(!defaultskin)
457                         defaultskin = autocvar_sv_defaultplayerskin;
458         }
459
460         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
461         defaultmodel = M_ARGV(0, string);
462         defaultskin = M_ARGV(1, int);
463
464         bool chmdl = false;
465         int oldskin;
466         if(defaultmodel != "")
467         {
468                 if (defaultmodel != player.model)
469                 {
470                         vector m1 = player.mins;
471                         vector m2 = player.maxs;
472                         setplayermodel (player, defaultmodel);
473                         setsize (player, m1, m2);
474                         chmdl = true;
475                 }
476
477                 oldskin = player.skin;
478                 player.skin = defaultskin;
479         } else {
480                 if (player.playermodel != player.model || player.playermodel == "")
481                 {
482                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
483                         vector m1 = player.mins;
484                         vector m2 = player.maxs;
485                         setplayermodel (player, player.playermodel);
486                         setsize (player, m1, m2);
487                         chmdl = true;
488                 }
489
490                 if(!autocvar_sv_defaultcharacterskin)
491                 {
492                         oldskin = player.skin;
493                         player.skin = stof(player.playerskin);
494                 }
495                 else
496                 {
497                         oldskin = player.skin;
498                         player.skin = defaultskin;
499                 }
500         }
501
502         if(chmdl || oldskin != player.skin) // model or skin has changed
503         {
504                 player.species = player_getspecies(player); // update species
505                 if(!autocvar_g_debug_globalsounds)
506                         UpdatePlayerSounds(player); // update skin sounds
507         }
508
509         if(!teamplay)
510                 if(strlen(autocvar_sv_defaultplayercolors))
511                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
512                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
513 }
514
515 void PutPlayerInServer(entity this)
516 {
517         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
518
519         PlayerState_attach(this);
520         accuracy_resend(this);
521
522         if (this.team < 0)
523                 TeamBalance_JoinBestTeam(this);
524
525         entity spot = SelectSpawnPoint(this, false);
526         if (!spot) {
527                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
528                 return; // spawn failed
529         }
530
531         TRANSMUTE(Player, this);
532
533         CS(this).wasplayer = true;
534         this.iscreature = true;
535         this.teleportable = TELEPORT_NORMAL;
536         if(!this.damagedbycontents)
537                 IL_PUSH(g_damagedbycontents, this);
538         this.damagedbycontents = true;
539         set_movetype(this, MOVETYPE_WALK);
540         this.solid = SOLID_SLIDEBOX;
541         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
542         if (autocvar_g_playerclip_collisions)
543                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
544         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
545                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
546         this.frags = FRAGS_PLAYER;
547         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
548         this.flags = FL_CLIENT | FL_PICKUPITEMS;
549         if (autocvar__notarget)
550                 this.flags |= FL_NOTARGET;
551         this.takedamage = DAMAGE_AIM;
552         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
553
554         if (warmup_stage) {
555                 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
556                 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
557                 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
558                 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
559                 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
560                 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
561                 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
562                 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
563                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
564         } else {
565                 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
566                 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
567                 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
568                 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
569                 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
570                 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
571                 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
572                 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
573                 STAT(WEAPONS, this) = start_weapons;
574                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
575                 {
576                         GiveRandomWeapons(this, random_start_weapons_count,
577                                 autocvar_g_random_start_weapons, random_start_ammo);
578                 }
579         }
580         SetSpectatee_status(this, 0);
581
582         PS(this).dual_weapons = '0 0 0';
583
584         this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
585
586         this.items = start_items;
587
588         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
589         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
590         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
591         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
592         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
593         if (!sv_ready_restart_after_countdown && time < game_starttime)
594         {
595                 float f = game_starttime - time;
596                 this.spawnshieldtime += f;
597                 this.pauserotarmor_finished += f;
598                 this.pauserothealth_finished += f;
599                 this.pauseregen_finished += f;
600         }
601
602         this.damageforcescale = 2;
603         this.death_time = 0;
604         this.respawn_flags = 0;
605         this.respawn_time = 0;
606         STAT(RESPAWN_TIME, this) = 0;
607         this.scale = autocvar_sv_player_scale;
608         this.fade_time = 0;
609         this.pain_frame = 0;
610         this.pain_finished = 0;
611         this.pushltime = 0;
612         setthink(this, func_null); // players have no think function
613         this.nextthink = 0;
614         this.dmg_team = 0;
615         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
616
617         this.deadflag = DEAD_NO;
618
619         this.angles = spot.angles;
620         this.angles_z = 0; // never spawn tilted even if the spot says to
621         if (IS_BOT_CLIENT(this))
622                 this.v_angle = this.angles;
623         this.fixangle = true; // turn this way immediately
624         this.oldvelocity = this.velocity = '0 0 0';
625         this.avelocity = '0 0 0';
626         this.punchangle = '0 0 0';
627         this.punchvector = '0 0 0';
628
629         this.strength_finished = 0;
630         this.invincible_finished = 0;
631         this.fire_endtime = -1;
632         STAT(REVIVE_PROGRESS, this) = 0;
633         this.revival_time = 0;
634
635         this.air_finished = time + 12;
636         this.waterlevel = WATERLEVEL_NONE;
637         this.watertype = CONTENT_EMPTY;
638
639         entity spawnevent = new_pure(spawnevent);
640         spawnevent.owner = this;
641         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
642
643         // Cut off any still running player sounds.
644         stopsound(this, CH_PLAYER_SINGLE);
645
646         this.model = "";
647         FixPlayermodel(this);
648         this.drawonlytoclient = NULL;
649
650         this.viewloc = NULL;
651
652         for(int slot = 0; slot < MAX_AXH; ++slot)
653         {
654                 entity axh = this.(AuxiliaryXhair[slot]);
655                 this.(AuxiliaryXhair[slot]) = NULL;
656
657                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
658                         delete(axh);
659         }
660
661         this.spawnpoint_targ = NULL;
662
663         this.crouch = false;
664         this.view_ofs = STAT(PL_VIEW_OFS, this);
665         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
666         this.spawnorigin = spot.origin;
667         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
668         // don't reset back to last position, even if new position is stuck in solid
669         this.oldorigin = this.origin;
670         if(this.conveyor)
671                 IL_REMOVE(g_conveyed, this);
672         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
673         STAT(HUD, this) = HUD_NORMAL;
674
675         this.event_damage = PlayerDamage;
676         this.event_heal = PlayerHeal;
677
678         if(!this.bot_attack)
679                 IL_PUSH(g_bot_targets, this);
680         this.bot_attack = true;
681         if(!this.monster_attack)
682                 IL_PUSH(g_monster_targets, this);
683         this.monster_attack = true;
684         navigation_dynamicgoal_init(this, false);
685
686         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
687
688         // player was spectator
689         if (CS(this).killcount == FRAGS_SPECTATOR) {
690                 PlayerScore_Clear(this);
691                 CS(this).killcount = 0;
692                 CS(this).startplaytime = time;
693         }
694
695         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
696         {
697                 .entity weaponentity = weaponentities[slot];
698                 entity oldwep = this.(weaponentity);
699                 CL_SpawnWeaponentity(this, weaponentity);
700                 if(oldwep && oldwep.owner == this)
701                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
702         }
703         this.alpha = default_player_alpha;
704         this.colormod = '1 1 1' * autocvar_g_player_brightness;
705         this.exteriorweaponentity.alpha = default_weapon_alpha;
706
707         this.speedrunning = false;
708
709         target_voicescript_clear(this);
710
711         // reset fields the weapons may use
712         FOREACH(Weapons, true, {
713                 it.wr_resetplayer(it, this);
714                         // reload all reloadable weapons
715                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
716                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
717                         {
718                                 .entity weaponentity = weaponentities[slot];
719                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
720                         }
721                 }
722         });
723
724         {
725                 string s = spot.target;
726                 spot.target = string_null;
727                 SUB_UseTargets(spot, this, NULL);
728                 spot.target = s;
729         }
730
731         Unfreeze(this);
732
733         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
734
735         if (autocvar_spawn_debug)
736         {
737                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
738                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
739         }
740
741         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
742         {
743                 .entity weaponentity = weaponentities[slot];
744                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
745                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
746                 else
747                         this.(weaponentity).m_switchweapon = WEP_Null;
748                 this.(weaponentity).m_weapon = WEP_Null;
749                 this.(weaponentity).weaponname = "";
750                 this.(weaponentity).m_switchingweapon = WEP_Null;
751                 this.(weaponentity).cnt = -1;
752         }
753
754         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
755
756         if (CS(this).impulse) ImpulseCommands(this);
757
758         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
759         {
760                 .entity weaponentity = weaponentities[slot];
761                 W_WeaponFrame(this, weaponentity);
762         }
763
764         if (!warmup_stage && !this.alivetime)
765                 this.alivetime = time;
766
767         antilag_clear(this, CS(this));
768 }
769
770 /** Called when a client spawns in the server */
771 void PutClientInServer(entity this)
772 {
773         if (IS_BOT_CLIENT(this)) {
774                 TRANSMUTE(Player, this);
775         } else if (IS_REAL_CLIENT(this)) {
776                 msg_entity = this;
777                 WriteByte(MSG_ONE, SVC_SETVIEW);
778                 WriteEntity(MSG_ONE, this);
779         }
780         if (game_stopped)
781                 TRANSMUTE(Observer, this);
782
783         SetSpectatee(this, NULL);
784
785         // reset player keys
786         if(PS(this))
787                 PS(this).itemkeys = 0;
788
789         MUTATOR_CALLHOOK(PutClientInServer, this);
790
791         if (IS_OBSERVER(this)) {
792                 PutObserverInServer(this);
793         } else if (IS_PLAYER(this)) {
794                 PutPlayerInServer(this);
795         }
796 }
797
798 // TODO do we need all these fields, or should we stop autodetecting runtime
799 // changes and just have a console command to update this?
800 bool ClientInit_SendEntity(entity this, entity to, int sf)
801 {
802         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
803         return = true;
804         msg_entity = to;
805         // MSG_INIT replacement
806         // TODO: make easier to use
807         Registry_send_all();
808         W_PROP_reload(MSG_ONE, to);
809         ClientInit_misc(this);
810         MUTATOR_CALLHOOK(Ent_Init);
811 }
812 void ClientInit_misc(entity this)
813 {
814         int channel = MSG_ONE;
815         WriteHeader(channel, ENT_CLIENT_INIT);
816         WriteByte(channel, g_nexball_meter_period * 32);
817         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
818         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
819         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
820         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
821         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
822         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
823         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
824         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
825
826         if(sv_foginterval && world.fog != "")
827                 WriteString(channel, world.fog);
828         else
829                 WriteString(channel, "");
830         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
831         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
832         WriteByte(channel, serverflags);
833         WriteCoord(channel, autocvar_g_trueaim_minrange);
834 }
835
836 void ClientInit_CheckUpdate(entity this)
837 {
838         this.nextthink = time;
839         if(this.count != autocvar_g_balance_armor_blockpercent)
840         {
841                 this.count = autocvar_g_balance_armor_blockpercent;
842                 this.SendFlags |= 1;
843         }
844         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
845         {
846                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
847                 this.SendFlags |= 1;
848         }
849 }
850
851 void ClientInit_Spawn()
852 {
853         entity e = new_pure(clientinit);
854         setthink(e, ClientInit_CheckUpdate);
855         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
856
857         ClientInit_CheckUpdate(e);
858 }
859
860 /*
861 =============
862 SetNewParms
863 =============
864 */
865 void SetNewParms ()
866 {
867         // initialize parms for a new player
868         parm1 = -(86400 * 366);
869
870         MUTATOR_CALLHOOK(SetNewParms);
871 }
872
873 /*
874 =============
875 SetChangeParms
876 =============
877 */
878 void SetChangeParms (entity this)
879 {
880         // save parms for level change
881         parm1 = CS(this).parm_idlesince - time;
882
883         MUTATOR_CALLHOOK(SetChangeParms);
884 }
885
886 /*
887 =============
888 DecodeLevelParms
889 =============
890 */
891 void DecodeLevelParms(entity this)
892 {
893         // load parms
894         CS(this).parm_idlesince = parm1;
895         if (CS(this).parm_idlesince == -(86400 * 366))
896                 CS(this).parm_idlesince = time;
897
898         // whatever happens, allow 60 seconds of idling directly after connect for map loading
899         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
900
901         MUTATOR_CALLHOOK(DecodeLevelParms);
902 }
903
904 /*
905 =============
906 ClientKill
907
908 Called when a client types 'kill' in the console
909 =============
910 */
911
912 .float clientkill_nexttime;
913 void ClientKill_Now_TeamChange(entity this)
914 {
915         if(this.killindicator_teamchange == -1)
916         {
917                 TeamBalance_JoinBestTeam(this);
918         }
919         else if(this.killindicator_teamchange == -2)
920         {
921                 if(blockSpectators)
922                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
923                 PutObserverInServer(this);
924         }
925         else
926                 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
927         this.killindicator_teamchange = 0;
928 }
929
930 void ClientKill_Now(entity this)
931 {
932         if(this.vehicle)
933         {
934             vehicles_exit(this.vehicle, VHEF_RELEASE);
935             if(!this.killindicator_teamchange)
936             {
937             this.vehicle_health = -1;
938             Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
939             }
940         }
941
942         if(this.killindicator && !wasfreed(this.killindicator))
943                 delete(this.killindicator);
944
945         this.killindicator = NULL;
946
947         if(this.killindicator_teamchange)
948                 ClientKill_Now_TeamChange(this);
949
950         if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
951         {
952                 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
953         }
954
955         // now I am sure the player IS dead
956 }
957 void KillIndicator_Think(entity this)
958 {
959         if (game_stopped)
960         {
961                 this.owner.killindicator = NULL;
962                 delete(this);
963                 return;
964         }
965
966         if (this.owner.alpha < 0 && !this.owner.vehicle)
967         {
968                 this.owner.killindicator = NULL;
969                 delete(this);
970                 return;
971         }
972
973         if(this.cnt <= 0)
974         {
975                 ClientKill_Now(this.owner);
976                 return;
977         }
978     else if(this.count == 1) // count == 1 means that it's silent
979     {
980         this.nextthink = time + 1;
981         this.cnt -= 1;
982     }
983         else
984         {
985                 if(this.cnt <= 10)
986                         setmodel(this, MDL_NUM(this.cnt));
987                 if(IS_REAL_CLIENT(this.owner))
988                 {
989                         if(this.cnt <= 10)
990                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
991                 }
992                 this.nextthink = time + 1;
993                 this.cnt -= 1;
994         }
995 }
996
997 float clientkilltime;
998 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
999 {
1000         float killtime;
1001         float starttime;
1002
1003         if (game_stopped)
1004                 return;
1005
1006         killtime = autocvar_g_balance_kill_delay;
1007
1008     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1009         return;
1010     killtime = M_ARGV(1, float);
1011
1012         this.killindicator_teamchange = targetteam;
1013
1014     if(!this.killindicator)
1015         {
1016                 if(!IS_DEAD(this))
1017                 {
1018                         killtime = max(killtime, this.clientkill_nexttime - time);
1019                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1020                 }
1021
1022                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1023                 {
1024                         ClientKill_Now(this);
1025                 }
1026                 else
1027                 {
1028                         starttime = max(time, clientkilltime);
1029
1030                         this.killindicator = spawn();
1031                         this.killindicator.owner = this;
1032                         this.killindicator.scale = 0.5;
1033                         setattachment(this.killindicator, this, "");
1034                         setorigin(this.killindicator, '0 0 52');
1035                         setthink(this.killindicator, KillIndicator_Think);
1036                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1037                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1038                         this.killindicator.cnt = ceil(killtime);
1039                         this.killindicator.count = bound(0, ceil(killtime), 10);
1040                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1041
1042                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1043                         {
1044                                 it.killindicator = spawn();
1045                                 it.killindicator.owner = it;
1046                                 it.killindicator.scale = 0.5;
1047                                 setattachment(it.killindicator, it, "");
1048                                 setorigin(it.killindicator, '0 0 52');
1049                                 setthink(it.killindicator, KillIndicator_Think);
1050                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1051                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1052                                 it.killindicator.cnt = ceil(killtime);
1053                         });
1054                         this.lip = 0;
1055                 }
1056         }
1057         if(this.killindicator)
1058         {
1059                 if(targetteam == 0) // just die
1060                 {
1061                         this.killindicator.colormod = '0 0 0';
1062                         if(IS_REAL_CLIENT(this))
1063                         if(this.killindicator.cnt > 0)
1064                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1065                 }
1066                 else if(targetteam == -1) // auto
1067                 {
1068                         this.killindicator.colormod = '0 1 0';
1069                         if(IS_REAL_CLIENT(this))
1070                         if(this.killindicator.cnt > 0)
1071                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1072                 }
1073                 else if(targetteam == -2) // spectate
1074                 {
1075                         this.killindicator.colormod = '0.5 0.5 0.5';
1076                         if(IS_REAL_CLIENT(this))
1077                         if(this.killindicator.cnt > 0)
1078                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1079                 }
1080                 else
1081                 {
1082                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1083                         if(IS_REAL_CLIENT(this))
1084                         if(this.killindicator.cnt > 0)
1085                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1086                 }
1087         }
1088
1089 }
1090
1091 void ClientKill (entity this)
1092 {
1093         // TODO: once .health is removed, will need to check it here for the "already dead" message!
1094
1095         if(game_stopped) return;
1096         if(this.player_blocked) return;
1097         if(STAT(FROZEN, this)) return;
1098
1099         ClientKill_TeamChange(this, 0);
1100 }
1101
1102 void FixClientCvars(entity e)
1103 {
1104         // send prediction settings to the client
1105         stuffcmd(e, "\nin_bindmap 0 0\n");
1106         if(autocvar_g_antilag == 3) // client side hitscan
1107                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1108         if(autocvar_sv_gentle)
1109                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1110
1111         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1112         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1113
1114         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1115
1116         MUTATOR_CALLHOOK(FixClientCvars, e);
1117 }
1118
1119 bool findinlist_abbrev(string tofind, string list)
1120 {
1121         if(list == "" || tofind == "")
1122                 return false; // empty list or search, just return
1123
1124         // this function allows abbreviated strings!
1125         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1126         {
1127                 return true;
1128         });
1129
1130         return false;
1131 }
1132
1133 bool PlayerInIPList(entity p, string iplist)
1134 {
1135         // some safety checks (never allow local?)
1136         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1137                 return false;
1138
1139         return findinlist_abbrev(p.netaddress, iplist);
1140 }
1141
1142 bool PlayerInIDList(entity p, string idlist)
1143 {
1144         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1145         if(!p.crypto_idfp)
1146                 return false;
1147
1148         return findinlist_abbrev(p.crypto_idfp, idlist);
1149 }
1150
1151 bool PlayerInList(entity player, string list)
1152 {
1153         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1154 }
1155
1156 #ifdef DP_EXT_PRECONNECT
1157 /*
1158 =============
1159 ClientPreConnect
1160
1161 Called once (not at each match start) when a client begins a connection to the server
1162 =============
1163 */
1164 void ClientPreConnect(entity this)
1165 {
1166         if(autocvar_sv_eventlog)
1167         {
1168                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1169                         this.playerid,
1170                         etof(this),
1171                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1172                 ));
1173         }
1174 }
1175 #endif
1176
1177 string GetClientVersionMessage(entity this)
1178 {
1179         if (CS(this).version_mismatch) {
1180                 if(CS(this).version < autocvar_gameversion) {
1181                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1182                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1183                 } else {
1184                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1185                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1186                 }
1187         } else {
1188                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1189         }
1190 }
1191
1192 string getwelcomemessage(entity this)
1193 {
1194         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1195         string modifications = M_ARGV(0, string);
1196
1197         if(g_weaponarena)
1198         {
1199                 if(g_weaponarena_random)
1200                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1201                 else
1202                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1203         }
1204         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1205                 modifications = strcat(modifications, ", No start weapons");
1206         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1207                 modifications = strcat(modifications, ", Low gravity");
1208         if(g_weapon_stay && !g_cts)
1209                 modifications = strcat(modifications, ", Weapons stay");
1210         if(g_jetpack)
1211                 modifications = strcat(modifications, ", Jet pack");
1212         if(autocvar_g_powerups == 0)
1213                 modifications = strcat(modifications, ", No powerups");
1214         if(autocvar_g_powerups > 0)
1215                 modifications = strcat(modifications, ", Powerups");
1216         modifications = substring(modifications, 2, strlen(modifications) - 2);
1217
1218         string versionmessage = GetClientVersionMessage(this);
1219         string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1220
1221         if(modifications != "")
1222                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1223
1224         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1225         {
1226                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1227                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1228         }
1229
1230         if (cache_mutatormsg != "") {
1231                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1232         }
1233
1234         string mutator_msg = "";
1235         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1236         mutator_msg = M_ARGV(0, string);
1237
1238         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1239
1240         string motd = autocvar_sv_motd;
1241         if (motd != "") {
1242                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1243         }
1244         return s;
1245 }
1246
1247 /**
1248 =============
1249 ClientConnect
1250
1251 Called when a client connects to the server
1252 =============
1253 */
1254 void ClientConnect(entity this)
1255 {
1256         if (Ban_MaybeEnforceBanOnce(this)) return;
1257         assert(!IS_CLIENT(this), return);
1258         this.flags |= FL_CLIENT;
1259         assert(player_count >= 0, player_count = 0);
1260
1261 #ifdef WATERMARK
1262         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1263 #endif
1264         TRANSMUTE(Client, this);
1265         CS(this).version_nagtime = time + 10 + random() * 10;
1266
1267         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1268
1269         bot_clientconnect(this);
1270
1271         Player_DetermineForcedTeam(this);
1272
1273         TRANSMUTE(Observer, this);
1274
1275         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1276
1277         // always track bots, don't ask for cl_allow_uidtracking
1278         if (IS_BOT_CLIENT(this))
1279                 PlayerStats_GameReport_AddPlayer(this);
1280         else
1281                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1282
1283         if (autocvar_sv_eventlog)
1284                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1285
1286         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1287
1288         stuffcmd(this, clientstuff, "\n");
1289         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1290
1291         FixClientCvars(this);
1292
1293         // get version info from player
1294         stuffcmd(this, "cmd clientversion $gameversion\n");
1295
1296         // notify about available teams
1297         if (teamplay)
1298         {
1299                 entity balance = TeamBalance_CheckAllowedTeams(this);
1300                 int t = TeamBalance_GetAllowedTeams(balance);
1301                 TeamBalance_Destroy(balance);
1302                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1303         }
1304         else
1305         {
1306                 stuffcmd(this, "set _teams_available 0\n");
1307         }
1308
1309         bot_relinkplayerlist();
1310
1311         CS(this).spectatortime = time;
1312         if (blockSpectators)
1313         {
1314                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1315         }
1316
1317         CS(this).jointime = time;
1318
1319         if (IS_REAL_CLIENT(this))
1320         {
1321                 if (g_weaponarena_weapons == WEPSET(TUBA))
1322                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1323         }
1324
1325         if (!sv_foginterval && world.fog != "")
1326                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1327
1328         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1329                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1330                         send_CSQC_teamnagger();
1331
1332         CSQCMODEL_AUTOINIT(this);
1333
1334         CS(this).model_randomizer = random();
1335
1336         if (IS_REAL_CLIENT(this))
1337                 sv_notice_join(this);
1338
1339         // update physics stats (players can spawn before physics runs)
1340         Physics_UpdateStats(this);
1341
1342         IL_EACH(g_initforplayer, it.init_for_player, {
1343                 it.init_for_player(it, this);
1344         });
1345
1346         Handicap_Initialize(this);
1347
1348         MUTATOR_CALLHOOK(ClientConnect, this);
1349
1350         if (IS_REAL_CLIENT(this))
1351         {
1352                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1353                 {
1354                         CS(this).motd_actived_time = -1;
1355                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1356                 }
1357         }
1358 }
1359 /*
1360 =============
1361 ClientDisconnect
1362
1363 Called when a client disconnects from the server
1364 =============
1365 */
1366 .entity chatbubbleentity;
1367 void ClientDisconnect(entity this)
1368 {
1369         assert(IS_CLIENT(this), return);
1370
1371         PlayerStats_GameReport_FinalizePlayer(this);
1372         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1373         if (CS(this).active_minigame) part_minigame(this);
1374         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1375
1376         if (autocvar_sv_eventlog)
1377                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1378
1379         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1380
1381         if(IS_SPEC(this))
1382                 SetSpectatee(this, NULL);
1383
1384     MUTATOR_CALLHOOK(ClientDisconnect, this);
1385
1386         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1387         strfree(CS(this).weaponorder_byimpulse);
1388         ClientState_detach(this);
1389
1390         Portal_ClearAll(this);
1391
1392         Unfreeze(this);
1393
1394         RemoveGrapplingHooks(this);
1395
1396         // Here, everything has been done that requires this player to be a client.
1397
1398         this.flags &= ~FL_CLIENT;
1399
1400         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1401         if (this.killindicator) delete(this.killindicator);
1402
1403         WaypointSprite_PlayerGone(this);
1404
1405         bot_relinkplayerlist();
1406
1407         strfree(this.clientstatus);
1408         if (this.personal) delete(this.personal);
1409
1410         this.playerid = 0;
1411         ReadyCount();
1412         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1413
1414         ONREMOVE(this);
1415 }
1416
1417 void ChatBubbleThink(entity this)
1418 {
1419         this.nextthink = time;
1420         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1421         {
1422                 if(this.owner) // but why can that ever be NULL?
1423                         this.owner.chatbubbleentity = NULL;
1424                 delete(this);
1425                 return;
1426         }
1427
1428         this.mdl = "";
1429
1430         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1431         {
1432                 if ( CS(this.owner).active_minigame )
1433                         this.mdl = "models/sprites/minigame_busy.iqm";
1434                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1435                         this.mdl = "models/misc/chatbubble.spr";
1436         }
1437
1438         if ( this.model != this.mdl )
1439                 _setmodel(this, this.mdl);
1440
1441 }
1442
1443 void UpdateChatBubble(entity this)
1444 {
1445         if (this.alpha < 0)
1446                 return;
1447         // spawn a chatbubble entity if needed
1448         if (!this.chatbubbleentity)
1449         {
1450                 this.chatbubbleentity = new(chatbubbleentity);
1451                 this.chatbubbleentity.owner = this;
1452                 this.chatbubbleentity.exteriormodeltoclient = this;
1453                 setthink(this.chatbubbleentity, ChatBubbleThink);
1454                 this.chatbubbleentity.nextthink = time;
1455                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1456                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1457                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1458                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1459                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1460                 //this.chatbubbleentity.model = "";
1461                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1462         }
1463 }
1464
1465
1466 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1467 // added to the model skins
1468 /*void UpdateColorModHack()
1469 {
1470         float c;
1471         c = this.clientcolors & 15;
1472         // LordHavoc: only bothering to support white, green, red, yellow, blue
1473              if (!teamplay) this.colormod = '0 0 0';
1474         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1475         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1476         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1477         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1478         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1479         else this.colormod = '1 1 1';
1480 }*/
1481
1482 void respawn(entity this)
1483 {
1484         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1485         {
1486                 this.solid = SOLID_NOT;
1487                 this.takedamage = DAMAGE_NO;
1488                 set_movetype(this, MOVETYPE_FLY);
1489                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1490                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1491                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1492                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1493                 if(autocvar_g_respawn_ghosts_maxtime)
1494                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1495         }
1496
1497         CopyBody(this, 1);
1498
1499         this.effects |= EF_NODRAW; // prevent another CopyBody
1500         PutClientInServer(this);
1501 }
1502
1503 void PrintToChat(entity client, string text)
1504 {
1505         text = strcat("\{1}^7", text, "\n");
1506         sprint(client, text);
1507 }
1508
1509 void DebugPrintToChat(entity client, string text)
1510 {
1511         if (autocvar_developer)
1512         {
1513                 PrintToChat(client, text);
1514         }
1515 }
1516
1517 void PrintToChatAll(string text)
1518 {
1519         text = strcat("\{1}^7", text, "\n");
1520         bprint(text);
1521 }
1522
1523 void DebugPrintToChatAll(string text)
1524 {
1525         if (autocvar_developer)
1526         {
1527                 PrintToChatAll(text);
1528         }
1529 }
1530
1531 void PrintToChatTeam(int team_num, string text)
1532 {
1533         text = strcat("\{1}^7", text, "\n");
1534         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1535         {
1536                 if (it.team == team_num)
1537                 {
1538                         sprint(it, text);
1539                 }
1540         });
1541 }
1542
1543 void DebugPrintToChatTeam(int team_num, string text)
1544 {
1545         if (autocvar_developer)
1546         {
1547                 PrintToChatTeam(team_num, text);
1548         }
1549 }
1550
1551 void play_countdown(entity this, float finished, Sound samp)
1552 {
1553         TC(Sound, samp);
1554         if(IS_REAL_CLIENT(this))
1555                 if(floor(finished - time - frametime) != floor(finished - time))
1556                         if(finished - time < 6)
1557                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1558 }
1559
1560 void player_powerups(entity this)
1561 {
1562         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1563         int items_prev = this.items;
1564
1565         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1566                 this.modelflags |= MF_ROCKET;
1567         else
1568                 this.modelflags &= ~MF_ROCKET;
1569
1570         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1571
1572         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1573                 return;
1574
1575         Fire_ApplyDamage(this);
1576         Fire_ApplyEffect(this);
1577
1578         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1579         {
1580                 if (this.items & ITEM_Strength.m_itemid)
1581                 {
1582                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1583                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1584                         if (time > this.strength_finished)
1585                         {
1586                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1587                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1588                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1589                         }
1590                 }
1591                 else
1592                 {
1593                         if (time < this.strength_finished)
1594                         {
1595                                 this.items = this.items | ITEM_Strength.m_itemid;
1596                                 if(!g_cts)
1597                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1598                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1599                         }
1600                 }
1601                 if (this.items & ITEM_Shield.m_itemid)
1602                 {
1603                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1604                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1605                         if (time > this.invincible_finished)
1606                         {
1607                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1608                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1609                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1610                         }
1611                 }
1612                 else
1613                 {
1614                         if (time < this.invincible_finished)
1615                         {
1616                                 this.items = this.items | ITEM_Shield.m_itemid;
1617                                 if(!g_cts)
1618                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1619                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1620                         }
1621                 }
1622                 if (this.items & IT_SUPERWEAPON)
1623                 {
1624                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1625                         {
1626                                 this.superweapons_finished = 0;
1627                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1628                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1629                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1630                         }
1631                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1632                         {
1633                                 // don't let them run out
1634                         }
1635                         else
1636                         {
1637                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1638                                 if (time > this.superweapons_finished)
1639                                 {
1640                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1641                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1642                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1643                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1644                                 }
1645                         }
1646                 }
1647                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1648                 {
1649                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1650                         {
1651                                 this.items = this.items | IT_SUPERWEAPON;
1652                                 if(!g_cts)
1653                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1654                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1655                         }
1656                         else
1657                         {
1658                                 this.superweapons_finished = 0;
1659                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1660                         }
1661                 }
1662                 else
1663                 {
1664                         this.superweapons_finished = 0;
1665                 }
1666         }
1667
1668         if(autocvar_g_nodepthtestplayers)
1669                 this.effects = this.effects | EF_NODEPTHTEST;
1670
1671         if(autocvar_g_fullbrightplayers)
1672                 this.effects = this.effects | EF_FULLBRIGHT;
1673
1674         if (time >= game_starttime)
1675         if (time < this.spawnshieldtime)
1676                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1677
1678         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1679 }
1680
1681 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1682 {
1683         if(current > stable)
1684                 return current;
1685         else if(current > stable - 0.25) // when close enough, "snap"
1686                 return stable;
1687         else
1688                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1689 }
1690
1691 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1692 {
1693         if(current < stable)
1694                 return current;
1695         else if(current < stable + 0.25) // when close enough, "snap"
1696                 return stable;
1697         else
1698                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1699 }
1700
1701 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1702 {
1703         if(current > rotstable)
1704         {
1705                 if(rotframetime > 0)
1706                 {
1707                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1708                         current = max(rotstable, current - rotlinear * rotframetime);
1709                 }
1710         }
1711         else if(current < regenstable)
1712         {
1713                 if(regenframetime > 0)
1714                 {
1715                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1716                         current = min(regenstable, current + regenlinear * regenframetime);
1717                 }
1718         }
1719
1720         if(current > limit)
1721                 current = limit;
1722
1723         return current;
1724 }
1725
1726 void player_regen(entity this)
1727 {
1728         float max_mod, regen_mod, rot_mod, limit_mod;
1729         max_mod = regen_mod = rot_mod = limit_mod = 1;
1730
1731         float regen_health = autocvar_g_balance_health_regen;
1732         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1733         float regen_health_rot = autocvar_g_balance_health_rot;
1734         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1735         float regen_health_stable = autocvar_g_balance_health_regenstable;
1736         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1737         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1738                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1739         max_mod = M_ARGV(1, float);
1740         regen_mod = M_ARGV(2, float);
1741         rot_mod = M_ARGV(3, float);
1742         limit_mod = M_ARGV(4, float);
1743         regen_health = M_ARGV(5, float);
1744         regen_health_linear = M_ARGV(6, float);
1745         regen_health_rot = M_ARGV(7, float);
1746         regen_health_rotlinear = M_ARGV(8, float);
1747         regen_health_stable = M_ARGV(9, float);
1748         regen_health_rotstable = M_ARGV(10, float);
1749
1750         if(!mutator_returnvalue)
1751         if(!STAT(FROZEN, this))
1752         {
1753                 float mina, maxa, limith, limita;
1754                 maxa = autocvar_g_balance_armor_rotstable;
1755                 mina = autocvar_g_balance_armor_regenstable;
1756                 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1757                 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1758
1759                 regen_health_rotstable = regen_health_rotstable * max_mod;
1760                 regen_health_stable = regen_health_stable * max_mod;
1761                 limith = limith * limit_mod;
1762                 limita = limita * limit_mod;
1763
1764                 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
1765                                                                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1766                                                                         rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1767                 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1768                                                                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1769                                                                         rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1770         }
1771
1772         // if player rotted to death...  die!
1773         // check this outside above checks, as player may still be able to rot to death
1774         if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1775         {
1776                 if(this.vehicle)
1777                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1778                 if(this.event_damage)
1779                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1780         }
1781
1782         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1783         {
1784                 float minf, maxf, limitf;
1785
1786                 maxf = autocvar_g_balance_fuel_rotstable;
1787                 minf = autocvar_g_balance_fuel_regenstable;
1788                 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1789
1790                 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
1791                                                                                 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1792                                                                                 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1793         }
1794 }
1795
1796 bool zoomstate_set;
1797 void SetZoomState(entity this, float newzoom)
1798 {
1799         if(newzoom != CS(this).zoomstate)
1800         {
1801                 CS(this).zoomstate = newzoom;
1802                 ClientData_Touch(this);
1803         }
1804         zoomstate_set = true;
1805 }
1806
1807 void GetPressedKeys(entity this)
1808 {
1809         MUTATOR_CALLHOOK(GetPressedKeys, this);
1810         int keys = STAT(PRESSED_KEYS, this);
1811         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1812         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1813         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1814         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1815
1816         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1817         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1818         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1819         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1820         CS(this).pressedkeys = keys; // store for other users
1821
1822         STAT(PRESSED_KEYS, this) = keys;
1823 }
1824
1825 /*
1826 ======================
1827 spectate mode routines
1828 ======================
1829 */
1830
1831 void SpectateCopy(entity this, entity spectatee)
1832 {
1833         TC(Client, this); TC(Client, spectatee);
1834
1835         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1836         PS(this) = PS(spectatee);
1837         this.armortype = spectatee.armortype;
1838         SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1839         SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1840         SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1841         SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1842         SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1843         SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1844         SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1845         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1846         SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1847         CS(this).impulse = 0;
1848         this.items = spectatee.items;
1849         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1850         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1851         this.strength_finished = spectatee.strength_finished;
1852         this.invincible_finished = spectatee.invincible_finished;
1853         this.superweapons_finished = spectatee.superweapons_finished;
1854         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1855         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1856         this.punchangle = spectatee.punchangle;
1857         this.view_ofs = spectatee.view_ofs;
1858         this.velocity = spectatee.velocity;
1859         this.dmg_take = spectatee.dmg_take;
1860         this.dmg_save = spectatee.dmg_save;
1861         this.dmg_inflictor = spectatee.dmg_inflictor;
1862         this.v_angle = spectatee.v_angle;
1863         this.angles = spectatee.v_angle;
1864         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1865         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1866         this.viewloc = spectatee.viewloc;
1867         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1868                 this.fixangle = true;
1869         setorigin(this, spectatee.origin);
1870         setsize(this, spectatee.mins, spectatee.maxs);
1871         SetZoomState(this, CS(spectatee).zoomstate);
1872
1873     anticheat_spectatecopy(this, spectatee);
1874         STAT(HUD, this) = STAT(HUD, spectatee);
1875         if(spectatee.vehicle)
1876     {
1877         this.angles = spectatee.v_angle;
1878
1879         //this.fixangle = false;
1880         //this.velocity = spectatee.vehicle.velocity;
1881         this.vehicle_health = spectatee.vehicle_health;
1882         this.vehicle_shield = spectatee.vehicle_shield;
1883         this.vehicle_energy = spectatee.vehicle_energy;
1884         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1885         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1886         this.vehicle_reload1 = spectatee.vehicle_reload1;
1887         this.vehicle_reload2 = spectatee.vehicle_reload2;
1888
1889         //msg_entity = this;
1890
1891        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1892             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1893            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1894            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1895
1896         //WriteByte (MSG_ONE, SVC_SETVIEW);
1897         //    WriteEntity(MSG_ONE, this);
1898         //makevectors(spectatee.v_angle);
1899         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1900     }
1901 }
1902
1903 bool SpectateUpdate(entity this)
1904 {
1905         if(!this.enemy)
1906                 return false;
1907
1908         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1909         {
1910                 SetSpectatee(this, NULL);
1911                 return false;
1912         }
1913
1914         SpectateCopy(this, this.enemy);
1915
1916         return true;
1917 }
1918
1919 bool SpectateSet(entity this)
1920 {
1921         if(!IS_PLAYER(this.enemy))
1922                 return false;
1923
1924         ClientData_Touch(this.enemy);
1925
1926         msg_entity = this;
1927         WriteByte(MSG_ONE, SVC_SETVIEW);
1928         WriteEntity(MSG_ONE, this.enemy);
1929         set_movetype(this, MOVETYPE_NONE);
1930         accuracy_resend(this);
1931
1932         if(!SpectateUpdate(this))
1933                 PutObserverInServer(this);
1934
1935         return true;
1936 }
1937
1938 void SetSpectatee_status(entity this, int spectatee_num)
1939 {
1940         int oldspectatee_status = CS(this).spectatee_status;
1941         CS(this).spectatee_status = spectatee_num;
1942
1943         if (CS(this).spectatee_status != oldspectatee_status)
1944         {
1945                 ClientData_Touch(this);
1946                 if (g_race || g_cts) race_InitSpectator();
1947         }
1948 }
1949
1950 void SetSpectatee(entity this, entity spectatee)
1951 {
1952         if(IS_BOT_CLIENT(this))
1953                 return; // bots abuse .enemy, this code is useless to them
1954
1955         entity old_spectatee = this.enemy;
1956
1957         this.enemy = spectatee;
1958
1959         // WEAPONTODO
1960         // these are required to fix the spectator bug with arc
1961         if(old_spectatee)
1962         {
1963                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1964                 {
1965                         .entity weaponentity = weaponentities[slot];
1966                         if(old_spectatee.(weaponentity).arc_beam)
1967                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1968                 }
1969         }
1970         if(this.enemy)
1971         {
1972                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1973                 {
1974                         .entity weaponentity = weaponentities[slot];
1975                         if(this.enemy.(weaponentity).arc_beam)
1976                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1977                 }
1978         }
1979
1980         if (this.enemy)
1981                 SetSpectatee_status(this, etof(this.enemy));
1982
1983         // needed to update spectator list
1984         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1985 }
1986
1987 bool Spectate(entity this, entity pl)
1988 {
1989         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1990                 return false;
1991         pl = M_ARGV(1, entity);
1992
1993         SetSpectatee(this, pl);
1994         return SpectateSet(this);
1995 }
1996
1997 bool SpectateNext(entity this)
1998 {
1999         entity ent = find(this.enemy, classname, STR_PLAYER);
2000
2001         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
2002                 ent = M_ARGV(1, entity);
2003         else if (!ent)
2004                 ent = find(ent, classname, STR_PLAYER);
2005
2006         if(ent) { SetSpectatee(this, ent); }
2007
2008         return SpectateSet(this);
2009 }
2010
2011 bool SpectatePrev(entity this)
2012 {
2013         // NOTE: chain order is from the highest to the lower entnum (unlike find)
2014         entity ent = findchain(classname, STR_PLAYER);
2015         if (!ent) // no player
2016                 return false;
2017
2018         entity first = ent;
2019         // skip players until current spectated player
2020         if(this.enemy)
2021         while(ent && ent != this.enemy)
2022                 ent = ent.chain;
2023
2024         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2025         {
2026                 case MUT_SPECPREV_FOUND:
2027                     ent = M_ARGV(1, entity);
2028                     break;
2029                 case MUT_SPECPREV_RETURN:
2030                     return true;
2031                 case MUT_SPECPREV_CONTINUE:
2032                 default:
2033                 {
2034                         if(ent.chain)
2035                                 ent = ent.chain;
2036                         else
2037                                 ent = first;
2038                         break;
2039                 }
2040         }
2041
2042         SetSpectatee(this, ent);
2043         return SpectateSet(this);
2044 }
2045
2046 /*
2047 =============
2048 ShowRespawnCountdown()
2049
2050 Update a respawn countdown display.
2051 =============
2052 */
2053 void ShowRespawnCountdown(entity this)
2054 {
2055         float number;
2056         if(!IS_DEAD(this)) // just respawned?
2057                 return;
2058         else
2059         {
2060                 number = ceil(this.respawn_time - time);
2061                 if(number <= 0)
2062                         return;
2063                 if(number <= this.respawn_countdown)
2064                 {
2065                         this.respawn_countdown = number - 1;
2066                         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
2067                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2068                 }
2069         }
2070 }
2071
2072 .bool team_selected;
2073 bool ShowTeamSelection(entity this)
2074 {
2075         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2076                 return false;
2077         stuffcmd(this, "menu_showteamselect\n");
2078         return true;
2079 }
2080 void Join(entity this)
2081 {
2082         TRANSMUTE(Player, this);
2083
2084         if(!this.team_selected)
2085         if(autocvar_g_campaign || autocvar_g_balance_teams)
2086                 TeamBalance_JoinBestTeam(this);
2087
2088         if(autocvar_g_campaign)
2089                 campaign_bots_may_start = true;
2090
2091         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2092
2093         PutClientInServer(this);
2094
2095         if(IS_PLAYER(this))
2096         if(teamplay && this.team != -1)
2097         {
2098                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2099         }
2100         else
2101                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2102         this.team_selected = false;
2103 }
2104
2105 /**
2106  * Determines whether the player is allowed to join. This depends on cvar
2107  * g_maxplayers, if it isn't used this function always return true, otherwise
2108  * it checks whether the number of currently playing players exceeds g_maxplayers.
2109  * @return int number of free slots for players, 0 if none
2110  */
2111 int nJoinAllowed(entity this, entity ignore)
2112 {
2113         if(!ignore)
2114         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2115         // so report 0 free slots if restricted
2116         {
2117                 if(autocvar_g_forced_team_otherwise == "spectate")
2118                         return 0;
2119                 if(autocvar_g_forced_team_otherwise == "spectator")
2120                         return 0;
2121         }
2122
2123         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2124                 return 0; // forced spectators can never join
2125
2126         // TODO simplify this
2127         int totalClients = 0;
2128         int currentlyPlaying = 0;
2129         FOREACH_CLIENT(true, {
2130                 if(it != ignore)
2131                         ++totalClients;
2132                 if(IS_REAL_CLIENT(it))
2133                 if(IS_PLAYER(it) || it.caplayer)
2134                         ++currentlyPlaying;
2135         });
2136
2137         float free_slots = 0;
2138         if (!autocvar_g_maxplayers)
2139                 free_slots = maxclients - totalClients;
2140         else if(currentlyPlaying < autocvar_g_maxplayers)
2141                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2142
2143         static float join_prevent_msg_time = 0;
2144         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2145         {
2146                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2147                 join_prevent_msg_time = time + 3;
2148         }
2149
2150         return free_slots;
2151 }
2152
2153 /**
2154  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2155  * g_maxplayers_spectator_blocktime seconds
2156  */
2157 void checkSpectatorBlock(entity this)
2158 {
2159         if(IS_SPEC(this) || IS_OBSERVER(this))
2160         if(!this.caplayer)
2161         if(IS_REAL_CLIENT(this))
2162         {
2163                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2164                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2165                         dropclient(this);
2166                 }
2167         }
2168 }
2169
2170 void PrintWelcomeMessage(entity this)
2171 {
2172         if(CS(this).motd_actived_time == 0)
2173         {
2174                 if (autocvar_g_campaign) {
2175                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2176                                 CS(this).motd_actived_time = time;
2177                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2178                         }
2179                 } else {
2180                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2181                                 CS(this).motd_actived_time = time;
2182                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2183                         }
2184                 }
2185         }
2186         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2187         {
2188                 if (autocvar_g_campaign) {
2189                         if (PHYS_INPUT_BUTTON_INFO(this))
2190                                 CS(this).motd_actived_time = time;
2191                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2192                                 CS(this).motd_actived_time = 0;
2193                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2194                         }
2195                 } else {
2196                         if (PHYS_INPUT_BUTTON_INFO(this))
2197                                 CS(this).motd_actived_time = time;
2198                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2199                                 CS(this).motd_actived_time = 0;
2200                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2201                         }
2202                 }
2203         }
2204         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2205         {
2206                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2207                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2208                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2209                 {
2210                         // instanctly hide MOTD
2211                         CS(this).motd_actived_time = 0;
2212                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2213                 }
2214         }
2215 }
2216
2217 const int MIN_SPEC_TIME = 1;
2218 bool joinAllowed(entity this)
2219 {
2220         if (CS(this).version_mismatch) return false;
2221         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2222         if (!nJoinAllowed(this, this)) return false;
2223         if (teamplay && lockteams) return false;
2224         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2225         if (ShowTeamSelection(this)) return false;
2226         return true;
2227 }
2228
2229 .int items_added;
2230 .string shootfromfixedorigin;
2231 bool PlayerThink(entity this)
2232 {
2233         if (game_stopped || intermission_running) {
2234                 this.modelflags &= ~MF_ROCKET;
2235                 if(intermission_running)
2236                         IntermissionThink(this);
2237                 return false;
2238         }
2239
2240         if (timeout_status == TIMEOUT_ACTIVE) {
2241         // don't allow the player to turn around while game is paused
2242                 // FIXME turn this into CSQC stuff
2243                 this.v_angle = this.lastV_angle;
2244                 this.angles = this.lastV_angle;
2245                 this.fixangle = true;
2246         }
2247
2248         if (frametime) player_powerups(this);
2249
2250         if (IS_DEAD(this)) {
2251                 if (this.personal && g_race_qualifying) {
2252                         if (time > this.respawn_time) {
2253                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2254                                 respawn(this);
2255                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2256                         }
2257                 } else {
2258                         if (frametime) player_anim(this);
2259
2260                         if (this.respawn_flags & RESPAWN_DENY)
2261                         {
2262                                 STAT(RESPAWN_TIME, this) = 0;
2263                                 return false;
2264                         }
2265
2266                         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));
2267
2268                         switch(this.deadflag)
2269                         {
2270                                 case DEAD_DYING:
2271                                 {
2272                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2273                                                 this.deadflag = DEAD_RESPAWNING;
2274                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2275                                                 this.deadflag = DEAD_DEAD;
2276                                         break;
2277                                 }
2278                                 case DEAD_DEAD:
2279                                 {
2280                                         if (button_pressed)
2281                                                 this.deadflag = DEAD_RESPAWNABLE;
2282                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2283                                                 this.deadflag = DEAD_RESPAWNING;
2284                                         break;
2285                                 }
2286                                 case DEAD_RESPAWNABLE:
2287                                 {
2288                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2289                                                 this.deadflag = DEAD_RESPAWNING;
2290                                         break;
2291                                 }
2292                                 case DEAD_RESPAWNING:
2293                                 {
2294                                         if (time > this.respawn_time)
2295                                         {
2296                                                 this.respawn_time = time + 1; // only retry once a second
2297                                                 this.respawn_time_max = this.respawn_time;
2298                                                 respawn(this);
2299                                         }
2300                                         break;
2301                                 }
2302                         }
2303
2304                         ShowRespawnCountdown(this);
2305
2306                         if (this.respawn_flags & RESPAWN_SILENT)
2307                                 STAT(RESPAWN_TIME, this) = 0;
2308                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2309                         {
2310                                 if (time < this.respawn_time)
2311                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2312                                 else if (this.deadflag != DEAD_RESPAWNING)
2313                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2314                         }
2315                         else
2316                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2317                 }
2318
2319                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2320                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2321                         STAT(RESPAWN_TIME, this) *= -1;
2322
2323                 return false;
2324         }
2325
2326         FixPlayermodel(this);
2327
2328         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2329                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2330                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2331         }
2332
2333         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2334         //if(frametime)
2335         {
2336                 this.items &= ~this.items_added;
2337
2338                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2339                 {
2340                         .entity weaponentity = weaponentities[slot];
2341                         W_WeaponFrame(this, weaponentity);
2342                 }
2343
2344                 this.items_added = 0;
2345                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2346             this.items_added |= IT_FUEL;
2347
2348                 this.items |= this.items_added;
2349         }
2350
2351         player_regen(this);
2352
2353         // WEAPONTODO: Add a weapon request for this
2354         // rot vortex charge to the charge limit
2355         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2356         {
2357                 .entity weaponentity = weaponentities[slot];
2358                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2359                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2360         }
2361
2362         if (frametime) player_anim(this);
2363
2364         // secret status
2365         secrets_setstatus(this);
2366
2367         // monsters status
2368         monsters_setstatus(this);
2369
2370         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2371
2372         return true;
2373 }
2374
2375 .bool would_spectate;
2376 void ObserverThink(entity this)
2377 {
2378         if ( CS(this).impulse )
2379         {
2380                 MinigameImpulse(this, CS(this).impulse);
2381                 CS(this).impulse = 0;
2382         }
2383
2384         if (this.flags & FL_JUMPRELEASED) {
2385                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2386                         this.flags &= ~FL_JUMPRELEASED;
2387                         this.flags |= FL_SPAWNING;
2388                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2389                         this.flags &= ~FL_JUMPRELEASED;
2390                         if(SpectateNext(this)) {
2391                                 TRANSMUTE(Spectator, this);
2392                         }
2393                 } else {
2394                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2395                         set_movetype(this, preferred_movetype);
2396                 }
2397         } else {
2398                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2399                         this.flags |= FL_JUMPRELEASED;
2400                         if(this.flags & FL_SPAWNING)
2401                         {
2402                                 this.flags &= ~FL_SPAWNING;
2403                                 Join(this);
2404                                 return;
2405                         }
2406                 }
2407         }
2408 }
2409
2410 void SpectatorThink(entity this)
2411 {
2412         if ( CS(this).impulse )
2413         {
2414                 if(MinigameImpulse(this, CS(this).impulse))
2415                         CS(this).impulse = 0;
2416
2417                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2418                 {
2419                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2420                         CS(this).impulse = 0;
2421                         return;
2422                 }
2423         }
2424
2425         if (this.flags & FL_JUMPRELEASED) {
2426                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2427                         this.flags &= ~FL_JUMPRELEASED;
2428                         this.flags |= FL_SPAWNING;
2429                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2430                         this.flags &= ~FL_JUMPRELEASED;
2431                         if(SpectateNext(this)) {
2432                                 TRANSMUTE(Spectator, this);
2433                         } else {
2434                                 TRANSMUTE(Observer, this);
2435                                 PutClientInServer(this);
2436                         }
2437                         CS(this).impulse = 0;
2438                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2439                         this.flags &= ~FL_JUMPRELEASED;
2440                         if(SpectatePrev(this)) {
2441                                 TRANSMUTE(Spectator, this);
2442                         } else {
2443                                 TRANSMUTE(Observer, this);
2444                                 PutClientInServer(this);
2445                         }
2446                         CS(this).impulse = 0;
2447                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2448                         this.would_spectate = false;
2449                         this.flags &= ~FL_JUMPRELEASED;
2450                         TRANSMUTE(Observer, this);
2451                         PutClientInServer(this);
2452                 } else {
2453                         if(!SpectateUpdate(this))
2454                         {
2455                                 if(!SpectateNext(this))
2456                                 {
2457                                         PutObserverInServer(this);
2458                                         this.would_spectate = true;
2459                                 }
2460                         }
2461                 }
2462         } else {
2463                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2464                         this.flags |= FL_JUMPRELEASED;
2465                         if(this.flags & FL_SPAWNING)
2466                         {
2467                                 this.flags &= ~FL_SPAWNING;
2468                                 Join(this);
2469                                 return;
2470                         }
2471                 }
2472                 if(!SpectateUpdate(this))
2473                         PutObserverInServer(this);
2474         }
2475
2476         this.flags |= FL_CLIENT | FL_NOTARGET;
2477 }
2478
2479 void PlayerUseKey(entity this)
2480 {
2481         if (!IS_PLAYER(this))
2482                 return;
2483
2484         if(this.vehicle)
2485         {
2486                 if(!game_stopped)
2487                 {
2488                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2489                         return;
2490                 }
2491         }
2492         else if(autocvar_g_vehicles_enter)
2493         {
2494                 if(!STAT(FROZEN, this))
2495                 if(!IS_DEAD(this))
2496                 if(!game_stopped)
2497                 {
2498                         entity head, closest_target = NULL;
2499                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2500
2501                         while(head) // find the closest acceptable target to enter
2502                         {
2503                                 if(IS_VEHICLE(head))
2504                                 if(!IS_DEAD(head))
2505                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2506                                 if(head.takedamage != DAMAGE_NO)
2507                                 {
2508                                         if(closest_target)
2509                                         {
2510                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2511                                                 { closest_target = head; }
2512                                         }
2513                                         else { closest_target = head; }
2514                                 }
2515
2516                                 head = head.chain;
2517                         }
2518
2519                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2520                 }
2521         }
2522
2523         // a use key was pressed; call handlers
2524         MUTATOR_CALLHOOK(PlayerUseKey, this);
2525 }
2526
2527
2528 /*
2529 =============
2530 PlayerPreThink
2531
2532 Called every frame for each client before the physics are run
2533 =============
2534 */
2535 .float last_vehiclecheck;
2536 void PlayerPreThink (entity this)
2537 {
2538         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2539         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2540
2541         WarpZone_PlayerPhysics_FixVAngle(this);
2542
2543         if (frametime) {
2544                 // physics frames: update anticheat stuff
2545                 anticheat_prethink(this);
2546         }
2547
2548         if (blockSpectators && frametime) {
2549                 // WORKAROUND: only use dropclient in server frames (frametime set).
2550                 // Never use it in cl_movement frames (frametime zero).
2551                 checkSpectatorBlock(this);
2552         }
2553
2554         zoomstate_set = false;
2555
2556         // Check for nameless players
2557         if (this.netname == "" || this.netname != CS(this).netname_previous)
2558         {
2559                 bool assume_unchanged = (CS(this).netname_previous == "");
2560                 if (isInvisibleString(this.netname))
2561                 {
2562                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2563                         assume_unchanged = false;
2564                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2565                 }
2566                 if (!assume_unchanged && autocvar_sv_eventlog)
2567                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2568                 strcpy(CS(this).netname_previous, this.netname);
2569         }
2570
2571         // version nagging
2572         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2573         CS(this).version_nagtime = 0;
2574         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2575             // git client
2576         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2577             // git server
2578             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2579         } else {
2580             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2581             if (r < 0) { // old client
2582                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2583             } else if (r > 0) { // old server
2584                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2585             }
2586         }
2587     }
2588
2589         // GOD MODE info
2590         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2591         {
2592                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2593                 this.max_armorvalue = 0;
2594         }
2595
2596         if(IS_PLAYER(this))
2597         {
2598                 if (STAT(FROZEN, this) == 2)
2599                 {
2600                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2601                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2602                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2603
2604                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2605                                 Unfreeze(this);
2606                 }
2607                 else if (STAT(FROZEN, this) == 3)
2608                 {
2609                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2610                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2611
2612                         if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2613                         {
2614                                 if (this.vehicle)
2615                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2616                                 if(this.event_damage)
2617                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2618                         }
2619                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2620                                 Unfreeze(this);
2621                 }
2622         }
2623
2624         MUTATOR_CALLHOOK(PlayerPreThink, this);
2625
2626         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2627         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2628         {
2629                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2630                 {
2631                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2632                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2633                         {
2634                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2635                         }
2636                         else if(!it.owner)
2637                         {
2638                                 if(!it.team || SAME_TEAM(this, it))
2639                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2640                                 else if(autocvar_g_vehicles_steal)
2641                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2642                         }
2643                 });
2644
2645                 this.last_vehiclecheck = time + 1;
2646         }
2647
2648         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2649         {
2650                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2651                         PlayerUseKey(this);
2652                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2653         }
2654
2655         if (IS_REAL_CLIENT(this))
2656                 PrintWelcomeMessage(this);
2657
2658         if (IS_PLAYER(this)) {
2659                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2660                         error("Client can't be spawned as player on connection!");
2661                 if(!PlayerThink(this))
2662                         return;
2663         }
2664         else if (game_stopped || intermission_running) {
2665                 if(intermission_running)
2666                         IntermissionThink(this);
2667                 return;
2668         }
2669         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2670         {
2671                 CS(this).autojoin_checked = true;
2672                 // don't do this in ClientConnect
2673                 // many things can go wrong if a client is spawned as player on connection
2674                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2675                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2676                                 && (!teamplay || autocvar_g_balance_teams)))
2677                 {
2678                         campaign_bots_may_start = true;
2679                         Join(this);
2680                         return;
2681                 }
2682         }
2683         else if (IS_OBSERVER(this)) {
2684                 ObserverThink(this);
2685         }
2686         else if (IS_SPEC(this)) {
2687                 SpectatorThink(this);
2688         }
2689
2690         // WEAPONTODO: Add weapon request for this
2691         if (!zoomstate_set) {
2692                 bool wep_zoomed = false;
2693                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2694                 {
2695                         .entity weaponentity = weaponentities[slot];
2696                         Weapon thiswep = this.(weaponentity).m_weapon;
2697                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2698                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2699                 }
2700                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2701     }
2702
2703         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2704         {
2705                 CS(this).teamkill_soundtime = 0;
2706
2707                 entity e = CS(this).teamkill_soundsource;
2708                 entity oldpusher = e.pusher;
2709                 e.pusher = this;
2710                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2711                 e.pusher = oldpusher;
2712         }
2713
2714         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2715                 CS(this).taunt_soundtime = 0;
2716                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2717         }
2718
2719         target_voicescript_next(this);
2720
2721         // WEAPONTODO: Move into weaponsystem somehow
2722         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2723         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2724         {
2725                 .entity weaponentity = weaponentities[slot];
2726                 if(this.(weaponentity).m_weapon == WEP_Null)
2727                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2728         }
2729 }
2730
2731 void DrownPlayer(entity this)
2732 {
2733         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2734                 return;
2735
2736         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2737         {
2738                 if(this.air_finished < time)
2739                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2740                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2741         }
2742         else if (this.air_finished < time)
2743         {       // drown!
2744                 if (this.pain_finished < time)
2745                 {
2746                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2747                         this.pain_finished = time + 0.5;
2748                 }
2749         }
2750 }
2751
2752 .bool move_qcphysics;
2753
2754 void Player_Physics(entity this)
2755 {
2756         set_movetype(this, this.move_movetype);
2757
2758         if(!this.move_qcphysics)
2759                 return;
2760
2761         if(!frametime && !CS(this).pm_frametime)
2762                 return;
2763
2764         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2765
2766         CS(this).pm_frametime = 0;
2767 }
2768
2769 /*
2770 =============
2771 PlayerPostThink
2772
2773 Called every frame for each client after the physics are run
2774 =============
2775 */
2776 void PlayerPostThink (entity this)
2777 {
2778         Player_Physics(this);
2779
2780         if (sv_maxidle > 0)
2781         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2782         if (IS_REAL_CLIENT(this))
2783         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2784         {
2785                 int totalClients = 0;
2786                 if(sv_maxidle_slots > 0)
2787                 {
2788                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2789                         {
2790                                 ++totalClients;
2791                         });
2792                 }
2793
2794                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2795                 { /* do nothing */ }
2796                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2797                 {
2798                         if (CS(this).idlekick_lasttimeleft)
2799                         {
2800                                 CS(this).idlekick_lasttimeleft = 0;
2801                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2802                         }
2803                 }
2804                 else
2805                 {
2806                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2807                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2808                                 if (!CS(this).idlekick_lasttimeleft)
2809                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2810                         }
2811                         if (timeleft <= 0) {
2812                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2813                                 dropclient(this);
2814                                 return;
2815                         }
2816                         else if (timeleft <= 10) {
2817                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2818                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2819                 }
2820                                 CS(this).idlekick_lasttimeleft = timeleft;
2821                         }
2822                 }
2823         }
2824
2825         CheatFrame(this);
2826
2827         if (game_stopped)
2828         {
2829                 this.solid = SOLID_NOT;
2830                 this.takedamage = DAMAGE_NO;
2831                 set_movetype(this, MOVETYPE_NONE);
2832         }
2833
2834         if (IS_PLAYER(this)) {
2835                 if(this.death_time == time && IS_DEAD(this))
2836                 {
2837                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2838                         // once all the damage events of this frame have been processed with normal size
2839                         this.maxs.z = 5;
2840                         setsize(this, this.mins, this.maxs);
2841                 }
2842                 DrownPlayer(this);
2843                 UpdateChatBubble(this);
2844                 if (CS(this).impulse) ImpulseCommands(this);
2845                 if (game_stopped)
2846                 {
2847                         CSQCMODEL_AUTOUPDATE(this);
2848                         return;
2849                 }
2850                 GetPressedKeys(this);
2851         }
2852
2853         if (this.waypointsprite_attachedforcarrier) {
2854             vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2855                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2856     }
2857
2858         CSQCMODEL_AUTOUPDATE(this);
2859 }
2860
2861 // hack to copy the button fields from the client entity to the Client State
2862 void PM_UpdateButtons(entity this, entity store)
2863 {
2864         if(this.impulse)
2865                 store.impulse = this.impulse;
2866         this.impulse = 0;
2867
2868         bool typing = this.buttonchat;
2869
2870         store.button0 = (typing) ? 0 : this.button0;
2871         //button1?!
2872         store.button2 = (typing) ? 0 : this.button2;
2873         store.button3 = (typing) ? 0 : this.button3;
2874         store.button4 = this.button4;
2875         store.button5 = (typing) ? 0 : this.button5;
2876         store.button6 = this.button6;
2877         store.button7 = this.button7;
2878         store.button8 = this.button8;
2879         store.button9 = this.button9;
2880         store.button10 = this.button10;
2881         store.button11 = this.button11;
2882         store.button12 = this.button12;
2883         store.button13 = this.button13;
2884         store.button14 = this.button14;
2885         store.button15 = this.button15;
2886         store.button16 = this.button16;
2887         store.buttonuse = this.buttonuse;
2888         store.buttonchat = this.buttonchat;
2889
2890         store.cursor_active = this.cursor_active;
2891         store.cursor_screen = this.cursor_screen;
2892         store.cursor_trace_start = this.cursor_trace_start;
2893         store.cursor_trace_endpos = this.cursor_trace_endpos;
2894         store.cursor_trace_ent = this.cursor_trace_ent;
2895
2896         store.ping = this.ping;
2897         store.ping_packetloss = this.ping_packetloss;
2898         store.ping_movementloss = this.ping_movementloss;
2899
2900         store.v_angle = this.v_angle;
2901         store.movement = (typing) ? '0 0 0' : this.movement;
2902 }
2903
2904 NET_HANDLE(fpsreport, bool)
2905 {
2906         int fps = ReadShort();
2907         PlayerScore_Set(sender, SP_FPS, fps);
2908         return true;
2909 }