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Split the player specific stuff from PutClientInServer into a separate function ...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include "anticheat.qh"
4 #include "impulse.qh"
5 #include "player.qh"
6 #include "ipban.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
13 #include "g_hook.qh"
14 #include "command/common.qh"
15 #include "cheats.qh"
16 #include "g_world.qh"
17 #include "race.qh"
18 #include "antilag.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
21 #include "scores_rules.qh"
22
23 #include "bot/api.qh"
24
25 #include "../common/ent_cs.qh"
26 #include "../common/wepent.qh"
27 #include <common/state.qh>
28
29 #include <common/effects/qc/globalsound.qh>
30
31 #include "../common/triggers/func/conveyor.qh"
32 #include "../common/triggers/teleporters.qh"
33
34 #include "../common/vehicles/all.qh"
35
36 #include "weapons/hitplot.qh"
37 #include "weapons/weaponsystem.qh"
38
39 #include "../common/net_notice.qh"
40 #include "../common/net_linked.qh"
41 #include "../common/physics/player.qh"
42
43 #include "../common/items/_mod.qh"
44
45 #include "../common/mutators/mutator/waypoints/all.qh"
46
47 #include "../common/triggers/subs.qh"
48 #include "../common/triggers/triggers.qh"
49 #include "../common/triggers/trigger/secret.qh"
50
51 #include "../common/minigames/sv_minigames.qh"
52
53 #include "../common/items/inventory.qh"
54
55 #include "../common/monsters/sv_monsters.qh"
56
57 #include "../lib/warpzone/server.qh"
58
59 STATIC_METHOD(Client, Add, void(Client this, int _team))
60 {
61     ClientConnect(this);
62     TRANSMUTE(Player, this);
63     this.frame = 12; // 7
64     this.team = _team;
65     PutClientInServer(this);
66 }
67
68 void PutObserverInServer(entity this);
69
70 STATIC_METHOD(Client, Remove, void(Client this))
71 {
72     TRANSMUTE(Observer, this);
73     PutClientInServer(this);
74     ClientDisconnect(this);
75 }
76
77 void send_CSQC_teamnagger() {
78         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
79 }
80
81 int CountSpectators(entity player, entity to)
82 {
83         if(!player) { return 0; } // not sure how, but best to be safe
84
85         int spec_count = 0;
86
87         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
88         {
89                 spec_count++;
90         });
91
92         return spec_count;
93 }
94
95 void WriteSpectators(entity player, entity to)
96 {
97         if(!player) { return; } // not sure how, but best to be safe
98
99         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
100         {
101                 WriteByte(MSG_ENTITY, num_for_edict(it));
102         });
103 }
104
105 bool ClientData_Send(entity this, entity to, int sf)
106 {
107         assert(to == this.owner, return false);
108
109         entity e = to;
110         if (IS_SPEC(e)) e = e.enemy;
111
112         sf = 0;
113         if (e.race_completed)       sf |= 1; // forced scoreboard
114         if (to.spectatee_status)    sf |= 2; // spectator ent number follows
115         if (e.zoomstate)            sf |= 4; // zoomed
116         if (autocvar_sv_showspectators) sf |= 16; // show spectators
117
118         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
119         WriteByte(MSG_ENTITY, sf);
120
121         if (sf & 2)
122         {
123                 WriteByte(MSG_ENTITY, to.spectatee_status);
124         }
125
126         if(sf & 16)
127         {
128                 float specs = CountSpectators(e, to);
129                 WriteByte(MSG_ENTITY, specs);
130                 WriteSpectators(e, to);
131         }
132
133         return true;
134 }
135
136 void ClientData_Attach(entity this)
137 {
138         Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
139         this.clientdata.drawonlytoclient = this;
140         this.clientdata.owner = this;
141 }
142
143 void ClientData_Detach(entity this)
144 {
145         delete(this.clientdata);
146         this.clientdata = NULL;
147 }
148
149 void ClientData_Touch(entity e)
150 {
151         e.clientdata.SendFlags = 1;
152
153         // make it spectatable
154         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
155 }
156
157 .string netname_previous;
158
159 void SetSpectatee(entity this, entity spectatee);
160 void SetSpectatee_status(entity this, int spectatee_num);
161
162
163 /*
164 =============
165 CheckPlayerModel
166
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
169 =============
170 */
171 string FallbackPlayerModel;
172 string CheckPlayerModel(string plyermodel) {
173         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
174         {
175                 // note: we cannot summon Don Strunzone here, some player may
176                 // still have the model string set. In case anyone manages how
177                 // to change a cvar default, we'll have a small leak here.
178                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
179         }
180         // only in right path
181         if( substring(plyermodel,0,14) != "models/player/")
182                 return FallbackPlayerModel;
183         // only good file extensions
184         if(substring(plyermodel,-4,4) != ".zym")
185         if(substring(plyermodel,-4,4) != ".dpm")
186         if(substring(plyermodel,-4,4) != ".iqm")
187         if(substring(plyermodel,-4,4) != ".md3")
188         if(substring(plyermodel,-4,4) != ".psk")
189                 return FallbackPlayerModel;
190         // forbid the LOD models
191         if(substring(plyermodel, -9,5) == "_lod1")
192                 return FallbackPlayerModel;
193         if(substring(plyermodel, -9,5) == "_lod2")
194                 return FallbackPlayerModel;
195         if(plyermodel != strtolower(plyermodel))
196                 return FallbackPlayerModel;
197         // also, restrict to server models
198         if(autocvar_sv_servermodelsonly)
199         {
200                 if(!fexists(plyermodel))
201                         return FallbackPlayerModel;
202         }
203         return plyermodel;
204 }
205
206 void setplayermodel(entity e, string modelname)
207 {
208         precache_model(modelname);
209         _setmodel(e, modelname);
210         player_setupanimsformodel(e);
211         if(!autocvar_g_debug_globalsounds)
212                 UpdatePlayerSounds(e);
213 }
214
215 void FixPlayermodel(entity player);
216 /** putting a client as observer in the server */
217 void PutObserverInServer(entity this)
218 {
219     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
220         PlayerState_detach(this);
221
222         if (IS_PLAYER(this) && this.health >= 1) {
223         // despawn effect
224                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
225     }
226
227     {
228         entity spot = SelectSpawnPoint(this, true);
229         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
230         this.angles = spot.angles;
231         this.angles_z = 0;
232         this.fixangle = true;
233         // offset it so that the spectator spawns higher off the ground, looks better this way
234         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
235         this.prevorigin = this.origin;
236         if (IS_REAL_CLIENT(this))
237         {
238             msg_entity = this;
239             WriteByte(MSG_ONE, SVC_SETVIEW);
240             WriteEntity(MSG_ONE, this);
241         }
242         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
243         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
244         if(!autocvar_g_debug_globalsounds)
245         {
246                 // needed for player sounds
247                 this.model = "";
248                 FixPlayermodel(this);
249         }
250         setmodel(this, MDL_Null);
251         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
252         this.view_ofs = '0 0 0';
253     }
254
255     RemoveGrapplingHooks(this);
256         Portal_ClearAll(this);
257         Unfreeze(this);
258         SetSpectatee(this, NULL);
259
260         if (this.alivetime)
261         {
262                 if (!warmup_stage)
263                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
264                 this.alivetime = 0;
265         }
266
267         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
268
269         WaypointSprite_PlayerDead(this);
270
271         if (mutator_returnvalue) {
272             // mutator prevents resetting teams+score
273         } else {
274                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
275         this.frags = FRAGS_SPECTATOR;
276         PlayerScore_Clear(this);  // clear scores when needed
277     }
278
279         if (this.killcount != FRAGS_SPECTATOR)
280         {
281                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
282                 if(!game_stopped)
283                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
284                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
285
286                 if(this.just_joined == false) {
287                         LogTeamchange(this.playerid, -1, 4);
288                 } else
289                         this.just_joined = false;
290         }
291
292         accuracy_resend(this);
293
294         this.spectatortime = time;
295         if(this.bot_attack)
296                 IL_REMOVE(g_bot_targets, this);
297         this.bot_attack = false;
298     this.hud = HUD_NORMAL;
299         TRANSMUTE(Observer, this);
300         this.iscreature = false;
301         this.teleportable = TELEPORT_SIMPLE;
302         if(this.damagedbycontents)
303                 IL_REMOVE(g_damagedbycontents, this);
304         this.damagedbycontents = false;
305         this.health = FRAGS_SPECTATOR;
306         SetSpectatee_status(this, etof(this));
307         this.takedamage = DAMAGE_NO;
308         this.solid = SOLID_NOT;
309         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
310         this.flags = FL_CLIENT | FL_NOTARGET;
311         this.armorvalue = 666;
312         this.effects = 0;
313         this.armorvalue = autocvar_g_balance_armor_start;
314         this.pauserotarmor_finished = 0;
315         this.pauserothealth_finished = 0;
316         this.pauseregen_finished = 0;
317         this.damageforcescale = 0;
318         this.death_time = 0;
319         this.respawn_flags = 0;
320         this.respawn_time = 0;
321         this.stat_respawn_time = 0;
322         this.alpha = 0;
323         this.scale = 0;
324         this.fade_time = 0;
325         this.pain_frame = 0;
326         this.pain_finished = 0;
327         this.strength_finished = 0;
328         this.invincible_finished = 0;
329         this.superweapons_finished = 0;
330         this.pushltime = 0;
331         this.istypefrag = 0;
332         setthink(this, func_null);
333         this.nextthink = 0;
334         this.deadflag = DEAD_NO;
335         this.crouch = false;
336         this.revive_progress = 0;
337         this.revival_time = 0;
338
339         this.items = 0;
340         this.weapons = '0 0 0';
341         this.dual_weapons = '0 0 0';
342         this.drawonlytoclient = this;
343
344         this.weaponmodel = "";
345         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
346         {
347                 this.weaponentities[slot] = NULL;
348         }
349         this.exteriorweaponentity = NULL;
350         this.killcount = FRAGS_SPECTATOR;
351         this.velocity = '0 0 0';
352         this.avelocity = '0 0 0';
353         this.punchangle = '0 0 0';
354         this.punchvector = '0 0 0';
355         this.oldvelocity = this.velocity;
356         this.fire_endtime = -1;
357         this.event_damage = func_null;
358
359         for(int slot = 0; slot < MAX_AXH; ++slot)
360         {
361                 entity axh = this.(AuxiliaryXhair[slot]);
362                 this.(AuxiliaryXhair[slot]) = NULL;
363
364                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
365                         delete(axh);
366         }
367 }
368
369 int player_getspecies(entity this)
370 {
371         get_model_parameters(this.model, this.skin);
372         int s = get_model_parameters_species;
373         get_model_parameters(string_null, 0);
374         if (s < 0) return SPECIES_HUMAN;
375         return s;
376 }
377
378 .float model_randomizer;
379 void FixPlayermodel(entity player)
380 {
381         string defaultmodel = "";
382         int defaultskin = 0;
383         if(autocvar_sv_defaultcharacter)
384         {
385                 if(teamplay)
386                 {
387                         switch(player.team)
388                         {
389                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
390                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
391                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
392                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
393                         }
394                 }
395
396                 if(defaultmodel == "")
397                 {
398                         defaultmodel = autocvar_sv_defaultplayermodel;
399                         defaultskin = autocvar_sv_defaultplayerskin;
400                 }
401
402                 int n = tokenize_console(defaultmodel);
403                 if(n > 0)
404                 {
405                         defaultmodel = argv(floor(n * player.model_randomizer));
406                         // However, do NOT randomize if the player-selected model is in the list.
407                         for (int i = 0; i < n; ++i)
408                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
409                                         defaultmodel = argv(i);
410                 }
411
412                 int i = strstrofs(defaultmodel, ":", 0);
413                 if(i >= 0)
414                 {
415                         defaultskin = stof(substring(defaultmodel, i+1, -1));
416                         defaultmodel = substring(defaultmodel, 0, i);
417                 }
418         }
419         if(autocvar_sv_defaultcharacterskin && !defaultskin)
420         {
421                 if(teamplay)
422                 {
423                         switch(player.team)
424                         {
425                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
426                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
427                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
428                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
429                         }
430                 }
431
432                 if(!defaultskin)
433                         defaultskin = autocvar_sv_defaultplayerskin;
434         }
435
436         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
437         defaultmodel = M_ARGV(0, string);
438         defaultskin = M_ARGV(1, int);
439
440         bool chmdl = false;
441         int oldskin;
442         if(defaultmodel != "")
443         {
444                 if (defaultmodel != player.model)
445                 {
446                         vector m1 = player.mins;
447                         vector m2 = player.maxs;
448                         setplayermodel (player, defaultmodel);
449                         setsize (player, m1, m2);
450                         chmdl = true;
451                 }
452
453                 oldskin = player.skin;
454                 player.skin = defaultskin;
455         } else {
456                 if (player.playermodel != player.model || player.playermodel == "")
457                 {
458                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
459                         vector m1 = player.mins;
460                         vector m2 = player.maxs;
461                         setplayermodel (player, player.playermodel);
462                         setsize (player, m1, m2);
463                         chmdl = true;
464                 }
465
466                 if(!autocvar_sv_defaultcharacterskin)
467                 {
468                         oldskin = player.skin;
469                         player.skin = stof(player.playerskin);
470                 }
471                 else
472                 {
473                         oldskin = player.skin;
474                         player.skin = defaultskin;
475                 }
476         }
477
478         if(chmdl || oldskin != player.skin) // model or skin has changed
479         {
480                 player.species = player_getspecies(player); // update species
481                 if(!autocvar_g_debug_globalsounds)
482                         UpdatePlayerSounds(player); // update skin sounds
483         }
484
485         if(!teamplay)
486                 if(strlen(autocvar_sv_defaultplayercolors))
487                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
488                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
489 }
490
491 void PutPlayerInServer(entity this)
492 {
493         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
494
495         PlayerState_attach(this);
496         accuracy_resend(this);
497
498         if (this.team < 0)
499                 JoinBestTeam(this, false, true);
500
501         entity spot = SelectSpawnPoint(this, false);
502         if (!spot) {
503                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
504                 return; // spawn failed
505         }
506
507         TRANSMUTE(Player, this);
508
509         this.wasplayer = true;
510         this.iscreature = true;
511         this.teleportable = TELEPORT_NORMAL;
512         if(!this.damagedbycontents)
513                 IL_PUSH(g_damagedbycontents, this);
514         this.damagedbycontents = true;
515         set_movetype(this, MOVETYPE_WALK);
516         this.solid = SOLID_SLIDEBOX;
517         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
518         if (autocvar_g_playerclip_collisions)
519                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
520         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
521                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
522         this.frags = FRAGS_PLAYER;
523         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
524         this.flags = FL_CLIENT | FL_PICKUPITEMS;
525         if (autocvar__notarget)
526                 this.flags |= FL_NOTARGET;
527         this.takedamage = DAMAGE_AIM;
528         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
529         this.dmg = 2; // WTF
530
531         if (warmup_stage) {
532                 this.ammo_shells = warmup_start_ammo_shells;
533                 this.ammo_nails = warmup_start_ammo_nails;
534                 this.ammo_rockets = warmup_start_ammo_rockets;
535                 this.ammo_cells = warmup_start_ammo_cells;
536                 this.ammo_plasma = warmup_start_ammo_plasma;
537                 this.ammo_fuel = warmup_start_ammo_fuel;
538                 this.health = warmup_start_health;
539                 this.armorvalue = warmup_start_armorvalue;
540                 this.weapons = WARMUP_START_WEAPONS;
541         } else {
542                 this.ammo_shells = start_ammo_shells;
543                 this.ammo_nails = start_ammo_nails;
544                 this.ammo_rockets = start_ammo_rockets;
545                 this.ammo_cells = start_ammo_cells;
546                 this.ammo_plasma = start_ammo_plasma;
547                 this.ammo_fuel = start_ammo_fuel;
548                 this.health = start_health;
549                 this.armorvalue = start_armorvalue;
550                 this.weapons = start_weapons;
551         }
552         SetSpectatee_status(this, 0);
553
554         this.dual_weapons = '0 0 0';
555
556         this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
557
558         this.items = start_items;
559
560         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
561         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
562         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
563         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
564         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
565         // extend the pause of rotting if client was reset at the beginning of the countdown
566         if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
567                 float f = game_starttime - time;
568                 this.spawnshieldtime += f;
569                 this.pauserotarmor_finished += f;
570                 this.pauserothealth_finished += f;
571                 this.pauseregen_finished += f;
572         }
573         this.damageforcescale = 2;
574         this.death_time = 0;
575         this.respawn_flags = 0;
576         this.respawn_time = 0;
577         this.stat_respawn_time = 0;
578         this.scale = autocvar_sv_player_scale;
579         this.fade_time = 0;
580         this.pain_frame = 0;
581         this.pain_finished = 0;
582         this.pushltime = 0;
583         setthink(this, func_null); // players have no think function
584         this.nextthink = 0;
585         this.dmg_team = 0;
586         this.ballistics_density = autocvar_g_ballistics_density_player;
587
588         this.deadflag = DEAD_NO;
589
590         this.angles = spot.angles;
591         this.angles_z = 0; // never spawn tilted even if the spot says to
592         if (IS_BOT_CLIENT(this))
593                 this.v_angle = this.angles;
594         this.fixangle = true; // turn this way immediately
595         this.oldvelocity = this.velocity = '0 0 0';
596         this.avelocity = '0 0 0';
597         this.punchangle = '0 0 0';
598         this.punchvector = '0 0 0';
599
600         this.strength_finished = 0;
601         this.invincible_finished = 0;
602         this.fire_endtime = -1;
603         this.revive_progress = 0;
604         this.revival_time = 0;
605         this.air_finished = time + 12;
606
607         entity spawnevent = new_pure(spawnevent);
608         spawnevent.owner = this;
609         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
610
611         // Cut off any still running player sounds.
612         stopsound(this, CH_PLAYER_SINGLE);
613
614         this.model = "";
615         FixPlayermodel(this);
616         this.drawonlytoclient = NULL;
617
618         this.viewloc = NULL;
619
620         this.crouch = false;
621         this.view_ofs = STAT(PL_VIEW_OFS, this);
622         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
623         this.spawnorigin = spot.origin;
624         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
625         // don't reset back to last position, even if new position is stuck in solid
626         this.oldorigin = this.origin;
627         this.prevorigin = this.origin;
628         this.lastteleporttime = time; // prevent insane speeds due to changing origin
629         if(this.conveyor)
630                 IL_REMOVE(g_conveyed, this);
631         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
632         this.hud = HUD_NORMAL;
633
634         this.event_damage = PlayerDamage;
635
636         if(!this.bot_attack)
637                 IL_PUSH(g_bot_targets, this);
638         this.bot_attack = true;
639         if(!this.monster_attack)
640                 IL_PUSH(g_monster_targets, this);
641         this.monster_attack = true;
642         navigation_dynamicgoal_init(this, false);
643
644         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
645
646         if (this.killcount == FRAGS_SPECTATOR) {
647                 PlayerScore_Clear(this);
648                 this.killcount = 0;
649         }
650
651         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
652         {
653                 .entity weaponentity = weaponentities[slot];
654                 entity oldwep = this.(weaponentity);
655                 CL_SpawnWeaponentity(this, weaponentity);
656                 if(oldwep && oldwep.owner == this)
657                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
658         }
659         this.alpha = default_player_alpha;
660         this.colormod = '1 1 1' * autocvar_g_player_brightness;
661         this.exteriorweaponentity.alpha = default_weapon_alpha;
662
663         this.speedrunning = false;
664
665         target_voicescript_clear(this);
666
667         // reset fields the weapons may use
668         FOREACH(Weapons, true, LAMBDA(
669                 it.wr_resetplayer(it, this);
670                         // reload all reloadable weapons
671                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
672                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
673                         {
674                                 .entity weaponentity = weaponentities[slot];
675                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
676                         }
677                 }
678         ));
679
680         {
681                 string s = spot.target;
682                 spot.target = string_null;
683                 SUB_UseTargets(spot, this, NULL);
684                 spot.target = s;
685         }
686
687         Unfreeze(this);
688
689         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
690
691         if (autocvar_spawn_debug)
692         {
693                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
694                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
695         }
696
697         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
698         {
699                 .entity weaponentity = weaponentities[slot];
700                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
701                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
702                 else
703                         this.(weaponentity).m_switchweapon = WEP_Null;
704                 this.(weaponentity).m_weapon = WEP_Null;
705                 this.(weaponentity).weaponname = "";
706                 this.(weaponentity).m_switchingweapon = WEP_Null;
707                 this.(weaponentity).cnt = -1;
708         }
709
710         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
711
712         if (!warmup_stage && !this.alivetime)
713                 this.alivetime = time;
714
715         antilag_clear(this, CS(this));
716 }
717
718 /** Called when a client spawns in the server */
719 void PutClientInServer(entity this)
720 {
721         if (IS_BOT_CLIENT(this)) {
722                 TRANSMUTE(Player, this);
723         } else if (IS_REAL_CLIENT(this)) {
724                 msg_entity = this;
725                 WriteByte(MSG_ONE, SVC_SETVIEW);
726                 WriteEntity(MSG_ONE, this);
727         }
728         if (game_stopped)
729                 TRANSMUTE(Observer, this);
730
731         SetSpectatee(this, NULL);
732
733         // reset player keys
734         this.itemkeys = 0;
735
736         MUTATOR_CALLHOOK(PutClientInServer, this);
737
738         if (IS_OBSERVER(this)) {
739                 PutObserverInServer(this);
740         } else if (IS_PLAYER(this)) {
741                 PutPlayerInServer(this);
742         }
743 }
744
745 void ClientInit_misc(entity this);
746
747 // TODO do we need all these fields, or should we stop autodetecting runtime
748 // changes and just have a console command to update this?
749 bool ClientInit_SendEntity(entity this, entity to, int sf)
750 {
751         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
752         return = true;
753         msg_entity = to;
754         // MSG_INIT replacement
755         // TODO: make easier to use
756         Registry_send_all();
757         W_PROP_reload(MSG_ONE, to);
758         ClientInit_misc(this);
759         MUTATOR_CALLHOOK(Ent_Init);
760 }
761 void ClientInit_misc(entity this)
762 {
763         int channel = MSG_ONE;
764         WriteHeader(channel, ENT_CLIENT_INIT);
765         WriteByte(channel, g_nexball_meter_period * 32);
766         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
767         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
768         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
769         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
770         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
771         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
772         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
773         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
774
775         if(sv_foginterval && world.fog != "")
776                 WriteString(channel, world.fog);
777         else
778                 WriteString(channel, "");
779         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
780         WriteByte(channel, serverflags);
781         WriteCoord(channel, autocvar_g_trueaim_minrange);
782 }
783
784 void ClientInit_CheckUpdate(entity this)
785 {
786         this.nextthink = time;
787         if(this.count != autocvar_g_balance_armor_blockpercent)
788         {
789                 this.count = autocvar_g_balance_armor_blockpercent;
790                 this.SendFlags |= 1;
791         }
792 }
793
794 void ClientInit_Spawn()
795 {
796         entity e = new_pure(clientinit);
797         setthink(e, ClientInit_CheckUpdate);
798         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
799
800         ClientInit_CheckUpdate(e);
801 }
802
803 /*
804 =============
805 SetNewParms
806 =============
807 */
808 void SetNewParms ()
809 {
810         // initialize parms for a new player
811         parm1 = -(86400 * 366);
812
813         MUTATOR_CALLHOOK(SetNewParms);
814 }
815
816 /*
817 =============
818 SetChangeParms
819 =============
820 */
821 void SetChangeParms (entity this)
822 {
823         // save parms for level change
824         parm1 = this.parm_idlesince - time;
825
826         MUTATOR_CALLHOOK(SetChangeParms);
827 }
828
829 /*
830 =============
831 DecodeLevelParms
832 =============
833 */
834 void DecodeLevelParms(entity this)
835 {
836         // load parms
837         this.parm_idlesince = parm1;
838         if (this.parm_idlesince == -(86400 * 366))
839                 this.parm_idlesince = time;
840
841         // whatever happens, allow 60 seconds of idling directly after connect for map loading
842         this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
843
844         MUTATOR_CALLHOOK(DecodeLevelParms);
845 }
846
847 /*
848 =============
849 ClientKill
850
851 Called when a client types 'kill' in the console
852 =============
853 */
854
855 .float clientkill_nexttime;
856 void ClientKill_Now_TeamChange(entity this)
857 {
858         if(this.killindicator_teamchange == -1)
859         {
860                 JoinBestTeam( this, false, true );
861         }
862         else if(this.killindicator_teamchange == -2)
863         {
864                 if(blockSpectators)
865                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
866                 PutObserverInServer(this);
867         }
868         else
869                 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
870         this.killindicator_teamchange = 0;
871 }
872
873 void ClientKill_Now(entity this)
874 {
875         if(this.vehicle)
876         {
877             vehicles_exit(this.vehicle, VHEF_RELEASE);
878             if(!this.killindicator_teamchange)
879             {
880             this.vehicle_health = -1;
881             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
882             }
883         }
884
885         if(this.killindicator && !wasfreed(this.killindicator))
886                 delete(this.killindicator);
887
888         this.killindicator = NULL;
889
890         if(this.killindicator_teamchange)
891                 ClientKill_Now_TeamChange(this);
892
893         if(!IS_SPEC(this) && !IS_OBSERVER(this))
894                 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
895
896         // now I am sure the player IS dead
897 }
898 void KillIndicator_Think(entity this)
899 {
900         if (game_stopped)
901         {
902                 this.owner.killindicator = NULL;
903                 delete(this);
904                 return;
905         }
906
907         if (this.owner.alpha < 0 && !this.owner.vehicle)
908         {
909                 this.owner.killindicator = NULL;
910                 delete(this);
911                 return;
912         }
913
914         if(this.cnt <= 0)
915         {
916                 ClientKill_Now(this.owner);
917                 return;
918         }
919     else if(this.health == 1) // health == 1 means that it's silent
920     {
921         this.nextthink = time + 1;
922         this.cnt -= 1;
923     }
924         else
925         {
926                 if(this.cnt <= 10)
927                         setmodel(this, MDL_NUM(this.cnt));
928                 if(IS_REAL_CLIENT(this.owner))
929                 {
930                         if(this.cnt <= 10)
931                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
932                 }
933                 this.nextthink = time + 1;
934                 this.cnt -= 1;
935         }
936 }
937
938 float clientkilltime;
939 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
940 {
941         float killtime;
942         float starttime;
943
944         if (game_stopped)
945                 return;
946
947         killtime = autocvar_g_balance_kill_delay;
948
949     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
950         return;
951     killtime = M_ARGV(1, float);
952
953         this.killindicator_teamchange = targetteam;
954
955     if(!this.killindicator)
956         {
957                 if(!IS_DEAD(this))
958                 {
959                         killtime = max(killtime, this.clientkill_nexttime - time);
960                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
961                 }
962
963                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
964                 {
965                         ClientKill_Now(this);
966                 }
967                 else
968                 {
969                         starttime = max(time, clientkilltime);
970
971                         this.killindicator = spawn();
972                         this.killindicator.owner = this;
973                         this.killindicator.scale = 0.5;
974                         setattachment(this.killindicator, this, "");
975                         setorigin(this.killindicator, '0 0 52');
976                         setthink(this.killindicator, KillIndicator_Think);
977                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
978                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
979                         this.killindicator.cnt = ceil(killtime);
980                         this.killindicator.count = bound(0, ceil(killtime), 10);
981                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
982
983                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
984                         {
985                                 it.killindicator = spawn();
986                                 it.killindicator.owner = it;
987                                 it.killindicator.scale = 0.5;
988                                 setattachment(it.killindicator, it, "");
989                                 setorigin(it.killindicator, '0 0 52');
990                                 setthink(it.killindicator, KillIndicator_Think);
991                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
992                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
993                                 it.killindicator.cnt = ceil(killtime);
994                         });
995                         this.lip = 0;
996                 }
997         }
998         if(this.killindicator)
999         {
1000                 if(targetteam == 0) // just die
1001                 {
1002                         this.killindicator.colormod = '0 0 0';
1003                         if(IS_REAL_CLIENT(this))
1004                         if(this.killindicator.cnt > 0)
1005                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1006                 }
1007                 else if(targetteam == -1) // auto
1008                 {
1009                         this.killindicator.colormod = '0 1 0';
1010                         if(IS_REAL_CLIENT(this))
1011                         if(this.killindicator.cnt > 0)
1012                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1013                 }
1014                 else if(targetteam == -2) // spectate
1015                 {
1016                         this.killindicator.colormod = '0.5 0.5 0.5';
1017                         if(IS_REAL_CLIENT(this))
1018                         if(this.killindicator.cnt > 0)
1019                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1020                 }
1021                 else
1022                 {
1023                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1024                         if(IS_REAL_CLIENT(this))
1025                         if(this.killindicator.cnt > 0)
1026                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1027                 }
1028         }
1029
1030 }
1031
1032 void ClientKill (entity this)
1033 {
1034         if(game_stopped) return;
1035         if(this.player_blocked) return;
1036         if(STAT(FROZEN, this)) return;
1037
1038         ClientKill_TeamChange(this, 0);
1039 }
1040
1041 void FixClientCvars(entity e)
1042 {
1043         // send prediction settings to the client
1044         stuffcmd(e, "\nin_bindmap 0 0\n");
1045         if(autocvar_g_antilag == 3) // client side hitscan
1046                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1047         if(autocvar_sv_gentle)
1048                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1049
1050         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1051         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1052
1053         MUTATOR_CALLHOOK(FixClientCvars, e);
1054 }
1055
1056 float PlayerInIDList(entity p, string idlist)
1057 {
1058         float n, i;
1059         string s;
1060
1061         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1062         if (!p.crypto_idfp)
1063                 return 0;
1064
1065         // this function allows abbreviated player IDs too!
1066         n = tokenize_console(idlist);
1067         for(i = 0; i < n; ++i)
1068         {
1069                 s = argv(i);
1070                 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1071                         return 1;
1072         }
1073
1074         return 0;
1075 }
1076
1077 #ifdef DP_EXT_PRECONNECT
1078 /*
1079 =============
1080 ClientPreConnect
1081
1082 Called once (not at each match start) when a client begins a connection to the server
1083 =============
1084 */
1085 void ClientPreConnect(entity this)
1086 {
1087         if(autocvar_sv_eventlog)
1088         {
1089                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1090                         this.playerid,
1091                         etof(this),
1092                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1093                 ));
1094         }
1095 }
1096 #endif
1097
1098 /**
1099 =============
1100 ClientConnect
1101
1102 Called when a client connects to the server
1103 =============
1104 */
1105 void ClientConnect(entity this)
1106 {
1107         if (Ban_MaybeEnforceBanOnce(this)) return;
1108         assert(!IS_CLIENT(this), return);
1109         this.flags |= FL_CLIENT;
1110         assert(player_count >= 0, player_count = 0);
1111
1112 #ifdef WATERMARK
1113         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1114 #endif
1115         this.version_nagtime = time + 10 + random() * 10;
1116         TRANSMUTE(Client, this);
1117
1118         // identify the right forced team
1119         if (autocvar_g_campaign)
1120         {
1121                 if (IS_REAL_CLIENT(this)) // only players, not bots
1122                 {
1123                         switch (autocvar_g_campaign_forceteam)
1124                         {
1125                                 case 1: this.team_forced = NUM_TEAM_1; break;
1126                                 case 2: this.team_forced = NUM_TEAM_2; break;
1127                                 case 3: this.team_forced = NUM_TEAM_3; break;
1128                                 case 4: this.team_forced = NUM_TEAM_4; break;
1129                                 default: this.team_forced = 0;
1130                         }
1131                 }
1132         }
1133         else if (PlayerInIDList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1134         else if (PlayerInIDList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1135         else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1136         else if (PlayerInIDList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1137         else switch (autocvar_g_forced_team_otherwise)
1138         {
1139                 default: this.team_forced = 0; break;
1140                 case "red": this.team_forced = NUM_TEAM_1; break;
1141                 case "blue": this.team_forced = NUM_TEAM_2; break;
1142                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1143                 case "pink": this.team_forced = NUM_TEAM_4; break;
1144                 case "spectate":
1145                 case "spectator":
1146                         this.team_forced = -1;
1147                         break;
1148         }
1149         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1150
1151     {
1152         int id = this.playerid;
1153         this.playerid = 0; // silent
1154             JoinBestTeam(this, false, false); // if the team number is valid, keep it
1155             this.playerid = id;
1156     }
1157
1158         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1159                 TRANSMUTE(Observer, this);
1160         } else {
1161                 if (!teamplay || autocvar_g_balance_teams) {
1162                         TRANSMUTE(Player, this);
1163                         campaign_bots_may_start = true;
1164                 } else {
1165                         TRANSMUTE(Observer, this); // do it anyway
1166                 }
1167         }
1168
1169         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1170
1171         // always track bots, don't ask for cl_allow_uidtracking
1172     if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1173
1174         if (autocvar_sv_eventlog)
1175                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1176
1177         LogTeamchange(this.playerid, this.team, 1);
1178
1179         this.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1180
1181         this.netname_previous = strzone(this.netname);
1182
1183         if(teamplay && IS_PLAYER(this))
1184                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1185         else
1186                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1187
1188         stuffcmd(this, clientstuff, "\n");
1189         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1190
1191         FixClientCvars(this);
1192
1193         // get version info from player
1194         stuffcmd(this, "cmd clientversion $gameversion\n");
1195
1196         // notify about available teams
1197         if (teamplay)
1198         {
1199                 CheckAllowedTeams(this);
1200                 int t = 0;
1201                 if (c1 >= 0) t |= BIT(0);
1202                 if (c2 >= 0) t |= BIT(1);
1203                 if (c3 >= 0) t |= BIT(2);
1204                 if (c4 >= 0) t |= BIT(3);
1205                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1206         }
1207         else
1208         {
1209                 stuffcmd(this, "set _teams_available 0\n");
1210         }
1211
1212         bot_relinkplayerlist();
1213
1214         this.spectatortime = time;
1215         if (blockSpectators)
1216         {
1217                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1218         }
1219
1220         this.jointime = time;
1221         this.allowed_timeouts = autocvar_sv_timeout_number;
1222
1223         if (IS_REAL_CLIENT(this))
1224         {
1225                 if (g_weaponarena_weapons == WEPSET(TUBA))
1226                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1227         }
1228
1229         if (!sv_foginterval && world.fog != "")
1230                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1231
1232         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1233                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1234                         send_CSQC_teamnagger();
1235
1236         CSQCMODEL_AUTOINIT(this);
1237
1238         this.model_randomizer = random();
1239
1240         if (IS_REAL_CLIENT(this))
1241                 sv_notice_join(this);
1242
1243         // update physics stats (players can spawn before physics runs)
1244         STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
1245         MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
1246         Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1247
1248         IL_EACH(g_initforplayer, it.init_for_player, {
1249                 it.init_for_player(it, this);
1250         });
1251
1252         MUTATOR_CALLHOOK(ClientConnect, this);
1253
1254         if (IS_REAL_CLIENT(this))
1255         {
1256                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1257                 {
1258                         this.motd_actived_time = -1;
1259                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1260                 }
1261         }
1262 }
1263 /*
1264 =============
1265 ClientDisconnect
1266
1267 Called when a client disconnects from the server
1268 =============
1269 */
1270 .entity chatbubbleentity;
1271 void ReadyCount();
1272 void ClientDisconnect(entity this)
1273 {
1274         assert(IS_CLIENT(this), return);
1275
1276         PlayerStats_GameReport_FinalizePlayer(this);
1277         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1278         if (this.active_minigame) part_minigame(this);
1279         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1280
1281         if (autocvar_sv_eventlog)
1282                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1283
1284         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1285
1286         if(IS_SPEC(this))
1287                 SetSpectatee(this, NULL);
1288
1289     MUTATOR_CALLHOOK(ClientDisconnect, this);
1290
1291         ClientState_detach(this);
1292
1293         Portal_ClearAll(this);
1294
1295         Unfreeze(this);
1296
1297         RemoveGrapplingHooks(this);
1298
1299         // Here, everything has been done that requires this player to be a client.
1300
1301         this.flags &= ~FL_CLIENT;
1302
1303         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1304         if (this.killindicator) delete(this.killindicator);
1305
1306         WaypointSprite_PlayerGone(this);
1307
1308         bot_relinkplayerlist();
1309
1310         if (this.netname_previous) strunzone(this.netname_previous);
1311         if (this.clientstatus) strunzone(this.clientstatus);
1312         if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1313         if (this.personal) delete(this.personal);
1314
1315         this.playerid = 0;
1316         ReadyCount();
1317         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1318
1319         ONREMOVE(this);
1320 }
1321
1322 void ChatBubbleThink(entity this)
1323 {
1324         this.nextthink = time;
1325         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1326         {
1327                 if(this.owner) // but why can that ever be NULL?
1328                         this.owner.chatbubbleentity = NULL;
1329                 delete(this);
1330                 return;
1331         }
1332
1333         this.mdl = "";
1334
1335         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1336         {
1337                 if ( this.owner.active_minigame )
1338                         this.mdl = "models/sprites/minigame_busy.iqm";
1339                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1340                         this.mdl = "models/misc/chatbubble.spr";
1341         }
1342
1343         if ( this.model != this.mdl )
1344                 _setmodel(this, this.mdl);
1345
1346 }
1347
1348 void UpdateChatBubble(entity this)
1349 {
1350         if (this.alpha < 0)
1351                 return;
1352         // spawn a chatbubble entity if needed
1353         if (!this.chatbubbleentity)
1354         {
1355                 this.chatbubbleentity = new(chatbubbleentity);
1356                 this.chatbubbleentity.owner = this;
1357                 this.chatbubbleentity.exteriormodeltoclient = this;
1358                 setthink(this.chatbubbleentity, ChatBubbleThink);
1359                 this.chatbubbleentity.nextthink = time;
1360                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1361                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1362                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1363                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1364                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1365                 //this.chatbubbleentity.model = "";
1366                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1367         }
1368 }
1369
1370
1371 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1372 // added to the model skins
1373 /*void UpdateColorModHack()
1374 {
1375         float c;
1376         c = this.clientcolors & 15;
1377         // LordHavoc: only bothering to support white, green, red, yellow, blue
1378              if (!teamplay) this.colormod = '0 0 0';
1379         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1380         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1381         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1382         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1383         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1384         else this.colormod = '1 1 1';
1385 }*/
1386
1387 void respawn(entity this)
1388 {
1389         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1390         {
1391                 this.solid = SOLID_NOT;
1392                 this.takedamage = DAMAGE_NO;
1393                 set_movetype(this, MOVETYPE_FLY);
1394                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1395                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1396                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1397                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1398                 if(autocvar_g_respawn_ghosts_maxtime)
1399                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1400         }
1401
1402         CopyBody(this, 1);
1403
1404         this.effects |= EF_NODRAW; // prevent another CopyBody
1405         PutClientInServer(this);
1406 }
1407
1408 void play_countdown(entity this, float finished, Sound samp)
1409 {
1410     TC(Sound, samp);
1411         if(IS_REAL_CLIENT(this))
1412                 if(floor(finished - time - frametime) != floor(finished - time))
1413                         if(finished - time < 6)
1414                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1415 }
1416
1417 void player_powerups(entity this)
1418 {
1419         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1420         int items_prev = this.items;
1421
1422         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1423                 this.modelflags |= MF_ROCKET;
1424         else
1425                 this.modelflags &= ~MF_ROCKET;
1426
1427         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1428
1429         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1430                 return;
1431
1432         Fire_ApplyDamage(this);
1433         Fire_ApplyEffect(this);
1434
1435         if (!g_instagib)
1436         {
1437                 if (this.items & ITEM_Strength.m_itemid)
1438                 {
1439                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1440                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1441                         if (time > this.strength_finished)
1442                         {
1443                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1444                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1445                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1446                         }
1447                 }
1448                 else
1449                 {
1450                         if (time < this.strength_finished)
1451                         {
1452                                 this.items = this.items | ITEM_Strength.m_itemid;
1453                                 if(!g_cts)
1454                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1455                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1456                         }
1457                 }
1458                 if (this.items & ITEM_Shield.m_itemid)
1459                 {
1460                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1461                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1462                         if (time > this.invincible_finished)
1463                         {
1464                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1465                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1466                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1467                         }
1468                 }
1469                 else
1470                 {
1471                         if (time < this.invincible_finished)
1472                         {
1473                                 this.items = this.items | ITEM_Shield.m_itemid;
1474                                 if(!g_cts)
1475                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1476                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1477                         }
1478                 }
1479                 if (this.items & IT_SUPERWEAPON)
1480                 {
1481                         if (!(this.weapons & WEPSET_SUPERWEAPONS))
1482                         {
1483                                 this.superweapons_finished = 0;
1484                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1485                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1486                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1487                         }
1488                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1489                         {
1490                                 // don't let them run out
1491                         }
1492                         else
1493                         {
1494                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1495                                 if (time > this.superweapons_finished)
1496                                 {
1497                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1498                                         this.weapons &= ~WEPSET_SUPERWEAPONS;
1499                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1500                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1501                                 }
1502                         }
1503                 }
1504                 else if(this.weapons & WEPSET_SUPERWEAPONS)
1505                 {
1506                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1507                         {
1508                                 this.items = this.items | IT_SUPERWEAPON;
1509                                 if(!g_cts)
1510                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1511                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1512                         }
1513                         else
1514                         {
1515                                 this.superweapons_finished = 0;
1516                                 this.weapons &= ~WEPSET_SUPERWEAPONS;
1517                         }
1518                 }
1519                 else
1520                 {
1521                         this.superweapons_finished = 0;
1522                 }
1523         }
1524
1525         if(autocvar_g_nodepthtestplayers)
1526                 this.effects = this.effects | EF_NODEPTHTEST;
1527
1528         if(autocvar_g_fullbrightplayers)
1529                 this.effects = this.effects | EF_FULLBRIGHT;
1530
1531         if (time >= game_starttime)
1532         if (time < this.spawnshieldtime)
1533                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1534
1535         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1536 }
1537
1538 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1539 {
1540         if(current > stable)
1541                 return current;
1542         else if(current > stable - 0.25) // when close enough, "snap"
1543                 return stable;
1544         else
1545                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1546 }
1547
1548 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1549 {
1550         if(current < stable)
1551                 return current;
1552         else if(current < stable + 0.25) // when close enough, "snap"
1553                 return stable;
1554         else
1555                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1556 }
1557
1558 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1559 {
1560         if(current > rotstable)
1561         {
1562                 if(rotframetime > 0)
1563                 {
1564                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1565                         current = max(rotstable, current - rotlinear * rotframetime);
1566                 }
1567         }
1568         else if(current < regenstable)
1569         {
1570                 if(regenframetime > 0)
1571                 {
1572                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1573                         current = min(regenstable, current + regenlinear * regenframetime);
1574                 }
1575         }
1576
1577         if(current > limit)
1578                 current = limit;
1579
1580         return current;
1581 }
1582
1583 void player_regen(entity this)
1584 {
1585         float max_mod, regen_mod, rot_mod, limit_mod;
1586         max_mod = regen_mod = rot_mod = limit_mod = 1;
1587
1588         float regen_health = autocvar_g_balance_health_regen;
1589         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1590         float regen_health_rot = autocvar_g_balance_health_rot;
1591         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1592         float regen_health_stable = autocvar_g_balance_health_regenstable;
1593         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1594         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1595                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1596         max_mod = M_ARGV(1, float);
1597         regen_mod = M_ARGV(2, float);
1598         rot_mod = M_ARGV(3, float);
1599         limit_mod = M_ARGV(4, float);
1600         regen_health = M_ARGV(5, float);
1601         regen_health_linear = M_ARGV(6, float);
1602         regen_health_rot = M_ARGV(7, float);
1603         regen_health_rotlinear = M_ARGV(8, float);
1604         regen_health_stable = M_ARGV(9, float);
1605         regen_health_rotstable = M_ARGV(10, float);
1606
1607
1608         if(!mutator_returnvalue)
1609         if(!STAT(FROZEN, this))
1610         {
1611                 float mina, maxa, limith, limita;
1612                 maxa = autocvar_g_balance_armor_rotstable;
1613                 mina = autocvar_g_balance_armor_regenstable;
1614                 limith = autocvar_g_balance_health_limit;
1615                 limita = autocvar_g_balance_armor_limit;
1616
1617                 regen_health_rotstable = regen_health_rotstable * max_mod;
1618                 regen_health_stable = regen_health_stable * max_mod;
1619                 limith = limith * limit_mod;
1620                 limita = limita * limit_mod;
1621
1622                 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1623                 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1624         }
1625
1626         // if player rotted to death...  die!
1627         // check this outside above checks, as player may still be able to rot to death
1628         if(this.health < 1)
1629         {
1630                 if(this.vehicle)
1631                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1632                 if(this.event_damage)
1633                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1634         }
1635
1636         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1637         {
1638                 float minf, maxf, limitf;
1639
1640                 maxf = autocvar_g_balance_fuel_rotstable;
1641                 minf = autocvar_g_balance_fuel_regenstable;
1642                 limitf = autocvar_g_balance_fuel_limit;
1643
1644                 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1645         }
1646 }
1647
1648 bool zoomstate_set;
1649 void SetZoomState(entity this, float newzoom)
1650 {
1651         if(newzoom != this.zoomstate)
1652         {
1653                 this.zoomstate = newzoom;
1654                 ClientData_Touch(this);
1655         }
1656         zoomstate_set = true;
1657 }
1658
1659 void GetPressedKeys(entity this)
1660 {
1661         MUTATOR_CALLHOOK(GetPressedKeys, this);
1662         int keys = STAT(PRESSED_KEYS, this);
1663         keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
1664         keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
1665         keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
1666         keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
1667
1668         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1669         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1670         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1671         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1672         this.pressedkeys = keys; // store for other users
1673
1674         STAT(PRESSED_KEYS, this) = keys;
1675 }
1676
1677 /*
1678 ======================
1679 spectate mode routines
1680 ======================
1681 */
1682
1683 void SpectateCopy(entity this, entity spectatee)
1684 {
1685     TC(Client, this); TC(Client, spectatee);
1686
1687         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1688         PS(this) = PS(spectatee);
1689         this.armortype = spectatee.armortype;
1690         this.armorvalue = spectatee.armorvalue;
1691         this.ammo_cells = spectatee.ammo_cells;
1692         this.ammo_plasma = spectatee.ammo_plasma;
1693         this.ammo_shells = spectatee.ammo_shells;
1694         this.ammo_nails = spectatee.ammo_nails;
1695         this.ammo_rockets = spectatee.ammo_rockets;
1696         this.ammo_fuel = spectatee.ammo_fuel;
1697         this.clip_load = spectatee.clip_load;
1698         this.clip_size = spectatee.clip_size;
1699         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1700         this.health = spectatee.health;
1701         this.impulse = 0;
1702         this.items = spectatee.items;
1703         this.last_pickup = spectatee.last_pickup;
1704         this.hit_time = spectatee.hit_time;
1705         this.strength_finished = spectatee.strength_finished;
1706         this.invincible_finished = spectatee.invincible_finished;
1707         this.superweapons_finished = spectatee.superweapons_finished;
1708         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1709         this.weapons = spectatee.weapons;
1710         this.dual_weapons = spectatee.dual_weapons;
1711         this.vortex_charge = spectatee.vortex_charge;
1712         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1713         this.hagar_load = spectatee.hagar_load;
1714         this.arc_heat_percent = spectatee.arc_heat_percent;
1715         this.minelayer_mines = spectatee.minelayer_mines;
1716         this.punchangle = spectatee.punchangle;
1717         this.view_ofs = spectatee.view_ofs;
1718         this.velocity = spectatee.velocity;
1719         this.dmg_take = spectatee.dmg_take;
1720         this.dmg_save = spectatee.dmg_save;
1721         this.dmg_inflictor = spectatee.dmg_inflictor;
1722         this.v_angle = spectatee.v_angle;
1723         this.angles = spectatee.v_angle;
1724         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1725         this.revive_progress = spectatee.revive_progress;
1726         this.viewloc = spectatee.viewloc;
1727         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1728                 this.fixangle = true;
1729         setorigin(this, spectatee.origin);
1730         setsize(this, spectatee.mins, spectatee.maxs);
1731         SetZoomState(this, spectatee.zoomstate);
1732
1733         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1734         {
1735                 .entity weaponentity = weaponentities[slot];
1736                 this.(weaponentity) = spectatee.(weaponentity);
1737         }
1738
1739         for(int slot = 0; slot < MAX_AXH; ++slot)
1740         {
1741                 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1742         }
1743
1744     anticheat_spectatecopy(this, spectatee);
1745         this.hud = spectatee.hud;
1746         if(spectatee.vehicle)
1747     {
1748         this.angles = spectatee.v_angle;
1749
1750         //this.fixangle = false;
1751         //this.velocity = spectatee.vehicle.velocity;
1752         this.vehicle_health = spectatee.vehicle_health;
1753         this.vehicle_shield = spectatee.vehicle_shield;
1754         this.vehicle_energy = spectatee.vehicle_energy;
1755         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1756         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1757         this.vehicle_reload1 = spectatee.vehicle_reload1;
1758         this.vehicle_reload2 = spectatee.vehicle_reload2;
1759
1760         //msg_entity = this;
1761
1762        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1763             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1764            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1765            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1766
1767         //WriteByte (MSG_ONE, SVC_SETVIEW);
1768         //    WriteEntity(MSG_ONE, this);
1769         //makevectors(spectatee.v_angle);
1770         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1771     }
1772 }
1773
1774 bool SpectateUpdate(entity this)
1775 {
1776         if(!this.enemy)
1777                 return false;
1778
1779         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1780         {
1781                 SetSpectatee(this, NULL);
1782                 return false;
1783         }
1784
1785         SpectateCopy(this, this.enemy);
1786
1787         return true;
1788 }
1789
1790 bool SpectateSet(entity this)
1791 {
1792         if(!IS_PLAYER(this.enemy))
1793                 return false;
1794
1795         ClientData_Touch(this.enemy);
1796
1797         msg_entity = this;
1798         WriteByte(MSG_ONE, SVC_SETVIEW);
1799         WriteEntity(MSG_ONE, this.enemy);
1800         set_movetype(this, MOVETYPE_NONE);
1801         accuracy_resend(this);
1802
1803         if(!SpectateUpdate(this))
1804                 PutObserverInServer(this);
1805
1806         return true;
1807 }
1808
1809 void SetSpectatee_status(entity this, int spectatee_num)
1810 {
1811         int oldspectatee_status = this.spectatee_status;
1812         this.spectatee_status = spectatee_num;
1813
1814         if (this.spectatee_status != oldspectatee_status)
1815         {
1816                 ClientData_Touch(this);
1817                 if (g_race || g_cts) race_InitSpectator();
1818         }
1819 }
1820
1821 void SetSpectatee(entity this, entity spectatee)
1822 {
1823         if(IS_BOT_CLIENT(this))
1824                 return; // bots abuse .enemy, this code is useless to them
1825
1826         entity old_spectatee = this.enemy;
1827
1828         this.enemy = spectatee;
1829
1830         // WEAPONTODO
1831         // these are required to fix the spectator bug with arc
1832         if(old_spectatee)
1833         {
1834                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1835                 {
1836                         .entity weaponentity = weaponentities[slot];
1837                         if(old_spectatee.(weaponentity).arc_beam)
1838                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1839                 }
1840         }
1841         if(this.enemy)
1842         {
1843                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1844                 {
1845                         .entity weaponentity = weaponentities[slot];
1846                         if(this.enemy.(weaponentity).arc_beam)
1847                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1848                 }
1849         }
1850
1851         if (this.enemy)
1852                 SetSpectatee_status(this, etof(this.enemy));
1853
1854         // needed to update spectator list
1855         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1856 }
1857
1858 bool Spectate(entity this, entity pl)
1859 {
1860         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1861                 return false;
1862         pl = M_ARGV(1, entity);
1863
1864         SetSpectatee(this, pl);
1865         return SpectateSet(this);
1866 }
1867
1868 bool SpectateNext(entity this)
1869 {
1870         entity ent = find(this.enemy, classname, STR_PLAYER);
1871
1872         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1873                 ent = M_ARGV(1, entity);
1874         else if (!ent)
1875                 ent = find(ent, classname, STR_PLAYER);
1876
1877         if(ent) { SetSpectatee(this, ent); }
1878
1879         return SpectateSet(this);
1880 }
1881
1882 bool SpectatePrev(entity this)
1883 {
1884         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1885         entity ent = findchain(classname, STR_PLAYER);
1886         if (!ent) // no player
1887                 return false;
1888
1889         entity first = ent;
1890         // skip players until current spectated player
1891         if(this.enemy)
1892         while(ent && ent != this.enemy)
1893                 ent = ent.chain;
1894
1895         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1896         {
1897                 case MUT_SPECPREV_FOUND:
1898                     ent = M_ARGV(1, entity);
1899                     break;
1900                 case MUT_SPECPREV_RETURN:
1901                     return true;
1902                 case MUT_SPECPREV_CONTINUE:
1903                 default:
1904                 {
1905                         if(ent.chain)
1906                                 ent = ent.chain;
1907                         else
1908                                 ent = first;
1909                         break;
1910                 }
1911         }
1912
1913         SetSpectatee(this, ent);
1914         return SpectateSet(this);
1915 }
1916
1917 /*
1918 =============
1919 ShowRespawnCountdown()
1920
1921 Update a respawn countdown display.
1922 =============
1923 */
1924 void ShowRespawnCountdown(entity this)
1925 {
1926         float number;
1927         if(!IS_DEAD(this)) // just respawned?
1928                 return;
1929         else
1930         {
1931                 number = ceil(this.respawn_time - time);
1932                 if(number <= 0)
1933                         return;
1934                 if(number <= this.respawn_countdown)
1935                 {
1936                         this.respawn_countdown = number - 1;
1937                         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
1938                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1939                 }
1940         }
1941 }
1942
1943 .bool team_selected;
1944 bool ShowTeamSelection(entity this)
1945 {
1946         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1947                 return false;
1948         stuffcmd(this, "menu_showteamselect\n");
1949         return true;
1950 }
1951 void Join(entity this)
1952 {
1953         TRANSMUTE(Player, this);
1954
1955         if(!this.team_selected)
1956         if(autocvar_g_campaign || autocvar_g_balance_teams)
1957                 JoinBestTeam(this, false, true);
1958
1959         if(autocvar_g_campaign)
1960                 campaign_bots_may_start = true;
1961
1962         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1963
1964         PutClientInServer(this);
1965
1966         if(IS_PLAYER(this))
1967         if(teamplay && this.team != -1)
1968                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1969         else
1970                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1971         this.team_selected = false;
1972 }
1973
1974 /**
1975  * Determines whether the player is allowed to join. This depends on cvar
1976  * g_maxplayers, if it isn't used this function always return true, otherwise
1977  * it checks whether the number of currently playing players exceeds g_maxplayers.
1978  * @return int number of free slots for players, 0 if none
1979  */
1980 int nJoinAllowed(entity this, entity ignore)
1981 {
1982         if(!ignore)
1983         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1984         // so report 0 free slots if restricted
1985         {
1986                 if(autocvar_g_forced_team_otherwise == "spectate")
1987                         return 0;
1988                 if(autocvar_g_forced_team_otherwise == "spectator")
1989                         return 0;
1990         }
1991
1992         if(this && this.team_forced < 0)
1993                 return 0; // forced spectators can never join
1994
1995         // TODO simplify this
1996         int totalClients = 0;
1997         int currentlyPlaying = 0;
1998         FOREACH_CLIENT(true, LAMBDA(
1999                 if(it != ignore)
2000                         ++totalClients;
2001                 if(IS_REAL_CLIENT(it))
2002                 if(IS_PLAYER(it) || it.caplayer)
2003                         ++currentlyPlaying;
2004         ));
2005
2006         float free_slots = 0;
2007         if (!autocvar_g_maxplayers)
2008                 free_slots = maxclients - totalClients;
2009         else if(currentlyPlaying < autocvar_g_maxplayers)
2010                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2011
2012         static float join_prevent_msg_time = 0;
2013         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2014         {
2015                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2016                 join_prevent_msg_time = time + 3;
2017         }
2018
2019         return free_slots;
2020 }
2021
2022 /**
2023  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2024  * g_maxplayers_spectator_blocktime seconds
2025  */
2026 void checkSpectatorBlock(entity this)
2027 {
2028         if(IS_SPEC(this) || IS_OBSERVER(this))
2029         if(!this.caplayer)
2030         if(IS_REAL_CLIENT(this))
2031         {
2032                 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2033                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2034                         dropclient(this);
2035                 }
2036         }
2037 }
2038
2039 void PrintWelcomeMessage(entity this)
2040 {
2041         if(this.motd_actived_time == 0)
2042         {
2043                 if (autocvar_g_campaign) {
2044                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2045                                 this.motd_actived_time = time;
2046                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2047                         }
2048                 } else {
2049                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2050                                 this.motd_actived_time = time;
2051                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2052                         }
2053                 }
2054         }
2055         else if(this.motd_actived_time > 0) // showing MOTD or campaign message
2056         {
2057                 if (autocvar_g_campaign) {
2058                         if (PHYS_INPUT_BUTTON_INFO(this))
2059                                 this.motd_actived_time = time;
2060                         else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2061                                 this.motd_actived_time = 0;
2062                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2063                         }
2064                 } else {
2065                         if (PHYS_INPUT_BUTTON_INFO(this))
2066                                 this.motd_actived_time = time;
2067                         else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2068                                 this.motd_actived_time = 0;
2069                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2070                         }
2071                 }
2072         }
2073         else //if(this.motd_actived_time < 0) // just connected, motd is active
2074         {
2075                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2076                         this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2077                 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2078                 {
2079                         // instanctly hide MOTD
2080                         this.motd_actived_time = 0;
2081                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2082                 }
2083         }
2084 }
2085
2086 bool joinAllowed(entity this)
2087 {
2088         if (this.version_mismatch) return false;
2089         if (!nJoinAllowed(this, this)) return false;
2090         if (teamplay && lockteams) return false;
2091         if (ShowTeamSelection(this)) return false;
2092         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2093         return true;
2094 }
2095
2096 void ObserverThink(entity this)
2097 {
2098         if ( this.impulse )
2099         {
2100                 MinigameImpulse(this, this.impulse);
2101                 this.impulse = 0;
2102         }
2103
2104         if (this.flags & FL_JUMPRELEASED) {
2105                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2106                         this.flags &= ~FL_JUMPRELEASED;
2107                         this.flags |= FL_SPAWNING;
2108                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2109                         this.flags &= ~FL_JUMPRELEASED;
2110                         if(SpectateNext(this)) {
2111                                 TRANSMUTE(Spectator, this);
2112                         }
2113                 } else {
2114                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2115                         set_movetype(this, preferred_movetype);
2116                 }
2117         } else {
2118                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2119                         this.flags |= FL_JUMPRELEASED;
2120                         if(this.flags & FL_SPAWNING)
2121                         {
2122                                 this.flags &= ~FL_SPAWNING;
2123                                 Join(this);
2124                                 return;
2125                         }
2126                 }
2127         }
2128 }
2129
2130 void SpectatorThink(entity this)
2131 {
2132         if ( this.impulse )
2133         {
2134                 if(MinigameImpulse(this, this.impulse))
2135                         this.impulse = 0;
2136
2137                 if (this.impulse == IMP_weapon_drop.impulse)
2138                 {
2139                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2140                         this.impulse = 0;
2141                         return;
2142                 }
2143         }
2144
2145         if (this.flags & FL_JUMPRELEASED) {
2146                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2147                         this.flags &= ~FL_JUMPRELEASED;
2148                         this.flags |= FL_SPAWNING;
2149                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2150                         this.flags &= ~FL_JUMPRELEASED;
2151                         if(SpectateNext(this)) {
2152                                 TRANSMUTE(Spectator, this);
2153                         } else {
2154                                 TRANSMUTE(Observer, this);
2155                                 PutClientInServer(this);
2156                         }
2157                         this.impulse = 0;
2158                 } else if(this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2159                         this.flags &= ~FL_JUMPRELEASED;
2160                         if(SpectatePrev(this)) {
2161                                 TRANSMUTE(Spectator, this);
2162                         } else {
2163                                 TRANSMUTE(Observer, this);
2164                                 PutClientInServer(this);
2165                         }
2166                         this.impulse = 0;
2167                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2168                         this.flags &= ~FL_JUMPRELEASED;
2169                         TRANSMUTE(Observer, this);
2170                         PutClientInServer(this);
2171                 } else {
2172                         if(!SpectateUpdate(this))
2173                                 PutObserverInServer(this);
2174                 }
2175         } else {
2176                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2177                         this.flags |= FL_JUMPRELEASED;
2178                         if(this.flags & FL_SPAWNING)
2179                         {
2180                                 this.flags &= ~FL_SPAWNING;
2181                                 Join(this);
2182                                 return;
2183                         }
2184                 }
2185                 if(!SpectateUpdate(this))
2186                         PutObserverInServer(this);
2187         }
2188
2189         this.flags |= FL_CLIENT | FL_NOTARGET;
2190 }
2191
2192 void vehicles_enter (entity pl, entity veh);
2193 void PlayerUseKey(entity this)
2194 {
2195         if (!IS_PLAYER(this))
2196                 return;
2197
2198         if(this.vehicle)
2199         {
2200                 if(!game_stopped)
2201                 {
2202                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2203                         return;
2204                 }
2205         }
2206         else if(autocvar_g_vehicles_enter)
2207         {
2208                 if(!STAT(FROZEN, this))
2209                 if(!IS_DEAD(this))
2210                 if(!game_stopped)
2211                 {
2212                         entity head, closest_target = NULL;
2213                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2214
2215                         while(head) // find the closest acceptable target to enter
2216                         {
2217                                 if(IS_VEHICLE(head))
2218                                 if(!IS_DEAD(head))
2219                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2220                                 if(head.takedamage != DAMAGE_NO)
2221                                 {
2222                                         if(closest_target)
2223                                         {
2224                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2225                                                 { closest_target = head; }
2226                                         }
2227                                         else { closest_target = head; }
2228                                 }
2229
2230                                 head = head.chain;
2231                         }
2232
2233                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2234                 }
2235         }
2236
2237         // a use key was pressed; call handlers
2238         MUTATOR_CALLHOOK(PlayerUseKey, this);
2239 }
2240
2241
2242 /*
2243 =============
2244 PlayerPreThink
2245
2246 Called every frame for each client before the physics are run
2247 =============
2248 */
2249 .float usekeypressed;
2250 .float last_vehiclecheck;
2251 .int items_added;
2252 void PlayerPreThink (entity this)
2253 {
2254         WarpZone_PlayerPhysics_FixVAngle(this);
2255
2256     STAT(GAMESTARTTIME, this) = game_starttime;
2257         STAT(ROUNDSTARTTIME, this) = round_starttime;
2258         STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2259         STAT(LEADLIMIT, this) = autocvar_leadlimit;
2260
2261         STAT(WEAPONSINMAP, this) = weaponsInMap;
2262
2263         if (frametime) {
2264                 // physics frames: update anticheat stuff
2265                 anticheat_prethink(this);
2266         }
2267
2268         if (blockSpectators && frametime) {
2269                 // WORKAROUND: only use dropclient in server frames (frametime set).
2270                 // Never use it in cl_movement frames (frametime zero).
2271                 checkSpectatorBlock(this);
2272     }
2273
2274         zoomstate_set = false;
2275
2276         // Check for nameless players
2277         if (isInvisibleString(this.netname)) {
2278                 this.netname = strzone(sprintf("Player#%d", this.playerid));
2279                 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2280         }
2281         if (this.netname != this.netname_previous) {
2282                 if (autocvar_sv_eventlog) {
2283                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2284         }
2285                 if (this.netname_previous) strunzone(this.netname_previous);
2286                 this.netname_previous = strzone(this.netname);
2287         }
2288
2289         // version nagging
2290         if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2291         this.version_nagtime = 0;
2292         if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2293             // git client
2294         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2295             // git server
2296             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2297         } else {
2298             int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2299             if (r < 0) { // old client
2300                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2301             } else if (r > 0) { // old server
2302                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2303             }
2304         }
2305     }
2306
2307         // GOD MODE info
2308         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2309         {
2310                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2311                 this.max_armorvalue = 0;
2312         }
2313
2314         if (STAT(FROZEN, this) == 2)
2315         {
2316                 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2317                 this.health = max(1, this.revive_progress * start_health);
2318                 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2319
2320                 if (this.revive_progress >= 1)
2321                         Unfreeze(this);
2322         }
2323         else if (STAT(FROZEN, this) == 3)
2324         {
2325                 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2326                 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2327
2328                 if (this.health < 1)
2329                 {
2330                         if (this.vehicle)
2331                                 vehicles_exit(this.vehicle, VHEF_RELEASE);
2332                         if(this.event_damage)
2333                                 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2334                 }
2335                 else if (this.revive_progress <= 0)
2336                         Unfreeze(this);
2337         }
2338
2339         MUTATOR_CALLHOOK(PlayerPreThink, this);
2340
2341         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2342         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2343         {
2344                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2345                 {
2346                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2347                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2348                         {
2349                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2350                         }
2351                         else if(!it.owner)
2352                         {
2353                                 if(!it.team || SAME_TEAM(this, it))
2354                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2355                                 else if(autocvar_g_vehicles_steal)
2356                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2357                         }
2358                 });
2359
2360                 this.last_vehiclecheck = time + 1;
2361         }
2362
2363         if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2364         {
2365                 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2366                         PlayerUseKey(this);
2367                 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2368         }
2369
2370         if (IS_REAL_CLIENT(this))
2371                 PrintWelcomeMessage(this);
2372
2373         if (IS_PLAYER(this)) {
2374                 CheckRules_Player(this);
2375
2376                 if (game_stopped || intermission_running) {
2377                         this.modelflags &= ~MF_ROCKET;
2378                         if(intermission_running)
2379                                 IntermissionThink(this);
2380                         return;
2381                 }
2382
2383                 if (timeout_status == TIMEOUT_ACTIVE) {
2384             // don't allow the player to turn around while game is paused
2385                         // FIXME turn this into CSQC stuff
2386                         this.v_angle = this.lastV_angle;
2387                         this.angles = this.lastV_angle;
2388                         this.fixangle = true;
2389                 }
2390
2391                 if (frametime) player_powerups(this);
2392
2393                 if (IS_DEAD(this)) {
2394                         if (this.personal && g_race_qualifying) {
2395                                 if (time > this.respawn_time) {
2396                                         STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2397                                         respawn(this);
2398                                         this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2399                                 }
2400                         } else {
2401                                 if (frametime) player_anim(this);
2402
2403                                 if (this.respawn_flags & RESPAWN_DENY)
2404                                 {
2405                                         STAT(RESPAWN_TIME, this) = 0;
2406                                         return;
2407                                 }
2408
2409                                 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));
2410
2411                                 switch(this.deadflag)
2412                                 {
2413                                         case DEAD_DYING:
2414                                         {
2415                                                 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2416                                                         this.deadflag = DEAD_RESPAWNING;
2417                                                 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2418                                                         this.deadflag = DEAD_DEAD;
2419                                                 break;
2420                                         }
2421                                         case DEAD_DEAD:
2422                                         {
2423                                                 if (button_pressed)
2424                                                         this.deadflag = DEAD_RESPAWNABLE;
2425                                                 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2426                                                         this.deadflag = DEAD_RESPAWNING;
2427                                                 break;
2428                                         }
2429                                         case DEAD_RESPAWNABLE:
2430                                         {
2431                                                 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2432                                                         this.deadflag = DEAD_RESPAWNING;
2433                                                 break;
2434                                         }
2435                                         case DEAD_RESPAWNING:
2436                                         {
2437                                                 if (time > this.respawn_time)
2438                                                 {
2439                                                         this.respawn_time = time + 1; // only retry once a second
2440                                                         this.respawn_time_max = this.respawn_time;
2441                                                         respawn(this);
2442                                                 }
2443                                                 break;
2444                                         }
2445                                 }
2446
2447                                 ShowRespawnCountdown(this);
2448
2449                                 if (this.respawn_flags & RESPAWN_SILENT)
2450                                         STAT(RESPAWN_TIME, this) = 0;
2451                                 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2452                                 {
2453                                         if (time < this.respawn_time)
2454                                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2455                                         else if (this.deadflag != DEAD_RESPAWNING)
2456                                                 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2457                                 }
2458                                 else
2459                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2460                         }
2461
2462                         // if respawning, invert stat_respawn_time to indicate this, the client translates it
2463                         if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2464                                 STAT(RESPAWN_TIME, this) *= -1;
2465
2466                         return;
2467                 }
2468
2469                 this.prevorigin = this.origin;
2470
2471                 bool have_hook = false;
2472                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2473                 {
2474                         .entity weaponentity = weaponentities[slot];
2475                         if(this.(weaponentity).hook.state)
2476                         {
2477                                 have_hook = true;
2478                                 break;
2479                         }
2480                 }
2481                 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2482                 if (have_hook) {
2483                         do_crouch = false;
2484                 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2485                         do_crouch = false;
2486                 } else if (this.vehicle) {
2487                         do_crouch = false;
2488                 } else if (STAT(FROZEN, this)) {
2489                         do_crouch = false;
2490         }
2491
2492                 if (do_crouch) {
2493                         if (!this.crouch) {
2494                                 this.crouch = true;
2495                                 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2496                                 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2497                                 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2498                         }
2499                 } else if (this.crouch) {
2500             tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2501             if (!trace_startsolid) {
2502                 this.crouch = false;
2503                 this.view_ofs = STAT(PL_VIEW_OFS, this);
2504                 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2505             }
2506                 }
2507
2508                 FixPlayermodel(this);
2509
2510                 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2511                 //if(frametime)
2512                 {
2513                         this.items &= ~this.items_added;
2514
2515                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2516                         {
2517                                 .entity weaponentity = weaponentities[slot];
2518                                 W_WeaponFrame(this, weaponentity);
2519
2520                                 if(slot == 0)
2521                                 {
2522                                         this.clip_load = this.(weaponentity).clip_load;
2523                                         this.clip_size = this.(weaponentity).clip_size;
2524                                 }
2525                         }
2526
2527                         this.items_added = 0;
2528                         if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2529                 this.items_added |= IT_FUEL;
2530
2531                         this.items |= this.items_added;
2532                 }
2533
2534                 player_regen(this);
2535
2536                 // WEAPONTODO: Add a weapon request for this
2537                 // rot vortex charge to the charge limit
2538                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2539                 {
2540                         .entity weaponentity = weaponentities[slot];
2541                         if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2542                                 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2543                 }
2544
2545                 if (frametime) player_anim(this);
2546
2547                 // secret status
2548                 secrets_setstatus(this);
2549
2550                 // monsters status
2551                 monsters_setstatus(this);
2552
2553                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2554         }
2555         else if (game_stopped || intermission_running) {
2556                 if(intermission_running)
2557                         IntermissionThink(this);
2558                 return;
2559         }
2560         else if (IS_OBSERVER(this)) {
2561                 ObserverThink(this);
2562         }
2563         else if (IS_SPEC(this)) {
2564                 SpectatorThink(this);
2565         }
2566
2567         // WEAPONTODO: Add weapon request for this
2568         if (!zoomstate_set) {
2569                 bool wep_zoomed = false;
2570                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2571                 {
2572                         .entity weaponentity = weaponentities[slot];
2573                         Weapon thiswep = this.(weaponentity).m_weapon;
2574                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2575                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2576                 }
2577                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2578     }
2579
2580         if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2581         {
2582                 this.teamkill_soundtime = 0;
2583
2584                 entity e = this.teamkill_soundsource;
2585                 entity oldpusher = e.pusher;
2586                 e.pusher = this;
2587                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2588                 e.pusher = oldpusher;
2589         }
2590
2591         if (this.taunt_soundtime && time > this.taunt_soundtime) {
2592                 this.taunt_soundtime = 0;
2593                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2594         }
2595
2596         target_voicescript_next(this);
2597
2598         // WEAPONTODO: Move into weaponsystem somehow
2599         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2600         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2601         {
2602                 .entity weaponentity = weaponentities[slot];
2603                 if(this.(weaponentity).m_weapon == WEP_Null)
2604                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2605         }
2606 }
2607
2608 void DrownPlayer(entity this)
2609 {
2610         if(IS_DEAD(this))
2611                 return;
2612
2613         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2614         {
2615                 if(this.air_finished < time)
2616                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2617                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2618                 this.dmg = 2;
2619         }
2620         else if (this.air_finished < time)
2621         {       // drown!
2622                 if (this.pain_finished < time)
2623                 {
2624                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2625                         this.pain_finished = time + 0.5;
2626                 }
2627         }
2628 }
2629
2630 .bool move_qcphysics;
2631
2632 void Player_Physics(entity this)
2633 {
2634         set_movetype(this, this.move_movetype);
2635
2636         if(!this.move_qcphysics)
2637                 return;
2638
2639         if(!frametime && !this.pm_frametime)
2640                 return;
2641
2642         Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2643
2644         this.pm_frametime = 0;
2645 }
2646
2647 /*
2648 =============
2649 PlayerPostThink
2650
2651 Called every frame for each client after the physics are run
2652 =============
2653 */
2654 .float idlekick_lasttimeleft;
2655 void PlayerPostThink (entity this)
2656 {
2657         Player_Physics(this);
2658
2659         if (sv_maxidle > 0)
2660         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2661         if (IS_REAL_CLIENT(this))
2662         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2663         {
2664                 int totalClients = 0;
2665                 if(sv_maxidle_slots > 0)
2666                 {
2667                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2668                         {
2669                                 ++totalClients;
2670                         });
2671                 }
2672
2673                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2674                 { /* do nothing */ }
2675                 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2676                 {
2677                         if (this.idlekick_lasttimeleft)
2678                         {
2679                                 this.idlekick_lasttimeleft = 0;
2680                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2681                         }
2682                 }
2683                 else
2684                 {
2685                         float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2686                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2687                                 if (!this.idlekick_lasttimeleft)
2688                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2689                         }
2690                         if (timeleft <= 0) {
2691                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2692                                 dropclient(this);
2693                                 return;
2694                         }
2695                         else if (timeleft <= 10) {
2696                                 if (timeleft != this.idlekick_lasttimeleft) {
2697                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2698                 }
2699                                 this.idlekick_lasttimeleft = timeleft;
2700                         }
2701                 }
2702         }
2703
2704         CheatFrame(this);
2705
2706         //CheckPlayerJump();
2707         if (game_stopped)
2708         {
2709                 this.solid = SOLID_NOT;
2710                 this.takedamage = DAMAGE_NO;
2711                 set_movetype(this, MOVETYPE_NONE);
2712         }
2713
2714         if (IS_PLAYER(this)) {
2715                 DrownPlayer(this);
2716                 CheckRules_Player(this);
2717                 UpdateChatBubble(this);
2718                 if (this.impulse) ImpulseCommands(this);
2719                 if (game_stopped)
2720                 {
2721                         CSQCMODEL_AUTOUPDATE(this);
2722                         return;
2723                 }
2724                 GetPressedKeys(this);
2725         }
2726
2727         if (this.waypointsprite_attachedforcarrier) {
2728             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2729                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2730     }
2731
2732         playerdemo_write(this);
2733
2734         CSQCMODEL_AUTOUPDATE(this);
2735 }