]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
Merge branch 'terencehill/min_spec_time' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
7 #include "impulse.qh"
8 #include "player.qh"
9 #include "ipban.qh"
10 #include "miscfunctions.qh"
11 #include "portals.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
18 #include "g_hook.qh"
19 #include "command/common.qh"
20 #include "cheats.qh"
21 #include "g_world.qh"
22 #include "race.qh"
23 #include "antilag.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
27
28 #include "bot/api.qh"
29
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
33
34 #include <common/effects/qc/globalsound.qh>
35
36 #include "../common/mapobjects/func/conveyor.qh"
37 #include "../common/mapobjects/teleporters.qh"
38 #include "../common/mapobjects/target/spawnpoint.qh"
39
40 #include "../common/vehicles/all.qh"
41
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
44
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
48
49 #include "../common/items/_mod.qh"
50
51 #include "../common/mutators/mutator/waypoints/all.qh"
52 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
53 #include <common/gamemodes/_mod.qh>
54
55 #include "../common/mapobjects/subs.qh"
56 #include "../common/mapobjects/triggers.qh"
57 #include "../common/mapobjects/trigger/secret.qh"
58
59 #include "../common/minigames/sv_minigames.qh"
60
61 #include "../common/items/inventory.qh"
62
63 #include "../common/monsters/sv_monsters.qh"
64
65 #include "../lib/warpzone/server.qh"
66
67 #include <common/mutators/mutator/overkill/oknex.qh>
68
69 STATIC_METHOD(Client, Add, void(Client this, int _team))
70 {
71     ClientConnect(this);
72     TRANSMUTE(Player, this);
73     this.frame = 12; // 7
74     this.team = _team;
75     PutClientInServer(this);
76 }
77
78 void PutObserverInServer(entity this);
79
80 STATIC_METHOD(Client, Remove, void(Client this))
81 {
82     TRANSMUTE(Observer, this);
83     PutClientInServer(this);
84     ClientDisconnect(this);
85 }
86
87 void send_CSQC_teamnagger() {
88         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
89 }
90
91 int CountSpectators(entity player, entity to)
92 {
93         if(!player) { return 0; } // not sure how, but best to be safe
94
95         int spec_count = 0;
96
97         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
98         {
99                 spec_count++;
100         });
101
102         return spec_count;
103 }
104
105 void WriteSpectators(entity player, entity to)
106 {
107         if(!player) { return; } // not sure how, but best to be safe
108
109         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
110         {
111                 WriteByte(MSG_ENTITY, num_for_edict(it));
112         });
113 }
114
115 bool ClientData_Send(entity this, entity to, int sf)
116 {
117         assert(to == this.owner, return false);
118
119         entity e = to;
120         if (IS_SPEC(e)) e = e.enemy;
121
122         sf = 0;
123         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
124         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
125         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
126         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
127
128         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
129         WriteByte(MSG_ENTITY, sf);
130
131         if (sf & BIT(1))
132                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
133
134         if(sf & BIT(4))
135         {
136                 float specs = CountSpectators(e, to);
137                 WriteByte(MSG_ENTITY, specs);
138                 WriteSpectators(e, to);
139         }
140
141         return true;
142 }
143
144 void ClientData_Attach(entity this)
145 {
146         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
147         CS(this).clientdata.drawonlytoclient = this;
148         CS(this).clientdata.owner = this;
149 }
150
151 void ClientData_Detach(entity this)
152 {
153         delete(CS(this).clientdata);
154         CS(this).clientdata = NULL;
155 }
156
157 void ClientData_Touch(entity e)
158 {
159         entity cd = CS(e).clientdata;
160         if (cd) { cd.SendFlags = 1; }
161
162         // make it spectatable
163         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
164         {
165                 entity cd = CS(it).clientdata;
166                 if (cd) { cd.SendFlags = 1; }
167         });
168 }
169
170 void SetSpectatee(entity this, entity spectatee);
171 void SetSpectatee_status(entity this, int spectatee_num);
172
173
174 /*
175 =============
176 CheckPlayerModel
177
178 Checks if the argument string can be a valid playermodel.
179 Returns a valid one in doubt.
180 =============
181 */
182 string FallbackPlayerModel;
183 string CheckPlayerModel(string plyermodel) {
184         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
185         {
186                 // note: we cannot summon Don Strunzone here, some player may
187                 // still have the model string set. In case anyone manages how
188                 // to change a cvar default, we'll have a small leak here.
189                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
190         }
191         // only in right path
192         if( substring(plyermodel,0,14) != "models/player/")
193                 return FallbackPlayerModel;
194         // only good file extensions
195         if(substring(plyermodel,-4,4) != ".zym")
196         if(substring(plyermodel,-4,4) != ".dpm")
197         if(substring(plyermodel,-4,4) != ".iqm")
198         if(substring(plyermodel,-4,4) != ".md3")
199         if(substring(plyermodel,-4,4) != ".psk")
200                 return FallbackPlayerModel;
201         // forbid the LOD models
202         if(substring(plyermodel, -9,5) == "_lod1")
203                 return FallbackPlayerModel;
204         if(substring(plyermodel, -9,5) == "_lod2")
205                 return FallbackPlayerModel;
206         if(plyermodel != strtolower(plyermodel))
207                 return FallbackPlayerModel;
208         // also, restrict to server models
209         if(autocvar_sv_servermodelsonly)
210         {
211                 if(!fexists(plyermodel))
212                         return FallbackPlayerModel;
213         }
214         return plyermodel;
215 }
216
217 void setplayermodel(entity e, string modelname)
218 {
219         precache_model(modelname);
220         _setmodel(e, modelname);
221         player_setupanimsformodel(e);
222         if(!autocvar_g_debug_globalsounds)
223                 UpdatePlayerSounds(e);
224 }
225
226 void FixPlayermodel(entity player);
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
229 {
230     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231         PlayerState_detach(this);
232
233         if (IS_PLAYER(this))
234         {
235                 if(this.health >= 1)
236                 {
237                         // despawn effect
238                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
239                 }
240
241                 // was a player, recount votes and ready status
242                 if(IS_REAL_CLIENT(this))
243                 {
244                         if (vote_called) { VoteCount(false); }
245                         ReadyCount();
246                 }
247     }
248
249     {
250         entity spot = SelectSpawnPoint(this, true);
251         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252         this.angles = vec2(spot.angles);
253         this.fixangle = true;
254         // offset it so that the spectator spawns higher off the ground, looks better this way
255         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256         if (IS_REAL_CLIENT(this))
257         {
258             msg_entity = this;
259             WriteByte(MSG_ONE, SVC_SETVIEW);
260             WriteEntity(MSG_ONE, this);
261         }
262         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264         if(!autocvar_g_debug_globalsounds)
265         {
266                 // needed for player sounds
267                 this.model = "";
268                 FixPlayermodel(this);
269         }
270         setmodel(this, MDL_Null);
271         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272         this.view_ofs = '0 0 0';
273     }
274
275     RemoveGrapplingHooks(this);
276         Portal_ClearAll(this);
277         Unfreeze(this);
278         SetSpectatee(this, NULL);
279
280         if (this.alivetime)
281         {
282                 if (!warmup_stage)
283                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
284                 this.alivetime = 0;
285         }
286
287         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
288
289         WaypointSprite_PlayerDead(this);
290
291         if (mutator_returnvalue) {
292             // mutator prevents resetting teams+score
293         } else {
294                 int oldteam = this.team;
295                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
296                 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
297         this.frags = FRAGS_SPECTATOR;
298         PlayerScore_Clear(this);  // clear scores when needed
299     }
300
301         if (CS(this).killcount != FRAGS_SPECTATOR)
302         {
303                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
304                 if(!game_stopped)
305                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
306                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
307
308                 if(!CS(this).just_joined)
309                         LogTeamchange(this.playerid, -1, 4);
310                 else
311                         CS(this).just_joined = false;
312         }
313
314         accuracy_resend(this);
315
316         CS(this).spectatortime = time;
317         if(this.bot_attack)
318                 IL_REMOVE(g_bot_targets, this);
319         this.bot_attack = false;
320         if(this.monster_attack)
321                 IL_REMOVE(g_monster_targets, this);
322         this.monster_attack = false;
323     STAT(HUD, this) = HUD_NORMAL;
324         TRANSMUTE(Observer, this);
325         this.iscreature = false;
326         this.teleportable = TELEPORT_SIMPLE;
327         if(this.damagedbycontents)
328                 IL_REMOVE(g_damagedbycontents, this);
329         this.damagedbycontents = false;
330         this.health = FRAGS_SPECTATOR;
331         SetSpectatee_status(this, etof(this));
332         this.takedamage = DAMAGE_NO;
333         this.solid = SOLID_NOT;
334         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
335         this.flags = FL_CLIENT | FL_NOTARGET;
336         this.armorvalue = 666;
337         this.effects = 0;
338         this.armorvalue = autocvar_g_balance_armor_start;
339         this.pauserotarmor_finished = 0;
340         this.pauserothealth_finished = 0;
341         this.pauseregen_finished = 0;
342         this.damageforcescale = 0;
343         this.death_time = 0;
344         this.respawn_flags = 0;
345         this.respawn_time = 0;
346         STAT(RESPAWN_TIME, this) = 0;
347         this.alpha = 0;
348         this.scale = 0;
349         this.fade_time = 0;
350         this.pain_frame = 0;
351         this.pain_finished = 0;
352         this.strength_finished = 0;
353         this.invincible_finished = 0;
354         this.superweapons_finished = 0;
355         this.dphitcontentsmask = 0;
356         this.pushltime = 0;
357         this.istypefrag = 0;
358         setthink(this, func_null);
359         this.nextthink = 0;
360         this.deadflag = DEAD_NO;
361         this.crouch = false;
362         STAT(REVIVE_PROGRESS, this) = 0;
363         this.revival_time = 0;
364
365         this.items = 0;
366         STAT(WEAPONS, this) = '0 0 0';
367         this.drawonlytoclient = this;
368
369         this.viewloc = NULL;
370
371         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
372
373         this.weaponmodel = "";
374         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
375         {
376                 this.weaponentities[slot] = NULL;
377         }
378         this.exteriorweaponentity = NULL;
379         CS(this).killcount = FRAGS_SPECTATOR;
380         this.velocity = '0 0 0';
381         this.avelocity = '0 0 0';
382         this.punchangle = '0 0 0';
383         this.punchvector = '0 0 0';
384         this.oldvelocity = this.velocity;
385         this.fire_endtime = -1;
386         this.event_damage = func_null;
387
388         for(int slot = 0; slot < MAX_AXH; ++slot)
389         {
390                 entity axh = this.(AuxiliaryXhair[slot]);
391                 this.(AuxiliaryXhair[slot]) = NULL;
392
393                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
394                         delete(axh);
395         }
396 }
397
398 int player_getspecies(entity this)
399 {
400         get_model_parameters(this.model, this.skin);
401         int s = get_model_parameters_species;
402         get_model_parameters(string_null, 0);
403         if (s < 0) return SPECIES_HUMAN;
404         return s;
405 }
406
407 .float model_randomizer;
408 void FixPlayermodel(entity player)
409 {
410         string defaultmodel = "";
411         int defaultskin = 0;
412         if(autocvar_sv_defaultcharacter)
413         {
414                 if(teamplay)
415                 {
416                         switch(player.team)
417                         {
418                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
419                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
420                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
421                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
422                         }
423                 }
424
425                 if(defaultmodel == "")
426                 {
427                         defaultmodel = autocvar_sv_defaultplayermodel;
428                         defaultskin = autocvar_sv_defaultplayerskin;
429                 }
430
431                 int n = tokenize_console(defaultmodel);
432                 if(n > 0)
433                 {
434                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
435                         // However, do NOT randomize if the player-selected model is in the list.
436                         for (int i = 0; i < n; ++i)
437                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
438                                         defaultmodel = argv(i);
439                 }
440
441                 int i = strstrofs(defaultmodel, ":", 0);
442                 if(i >= 0)
443                 {
444                         defaultskin = stof(substring(defaultmodel, i+1, -1));
445                         defaultmodel = substring(defaultmodel, 0, i);
446                 }
447         }
448         if(autocvar_sv_defaultcharacterskin && !defaultskin)
449         {
450                 if(teamplay)
451                 {
452                         switch(player.team)
453                         {
454                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
455                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
456                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
457                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
458                         }
459                 }
460
461                 if(!defaultskin)
462                         defaultskin = autocvar_sv_defaultplayerskin;
463         }
464
465         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
466         defaultmodel = M_ARGV(0, string);
467         defaultskin = M_ARGV(1, int);
468
469         bool chmdl = false;
470         int oldskin;
471         if(defaultmodel != "")
472         {
473                 if (defaultmodel != player.model)
474                 {
475                         vector m1 = player.mins;
476                         vector m2 = player.maxs;
477                         setplayermodel (player, defaultmodel);
478                         setsize (player, m1, m2);
479                         chmdl = true;
480                 }
481
482                 oldskin = player.skin;
483                 player.skin = defaultskin;
484         } else {
485                 if (player.playermodel != player.model || player.playermodel == "")
486                 {
487                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
488                         vector m1 = player.mins;
489                         vector m2 = player.maxs;
490                         setplayermodel (player, player.playermodel);
491                         setsize (player, m1, m2);
492                         chmdl = true;
493                 }
494
495                 if(!autocvar_sv_defaultcharacterskin)
496                 {
497                         oldskin = player.skin;
498                         player.skin = stof(player.playerskin);
499                 }
500                 else
501                 {
502                         oldskin = player.skin;
503                         player.skin = defaultskin;
504                 }
505         }
506
507         if(chmdl || oldskin != player.skin) // model or skin has changed
508         {
509                 player.species = player_getspecies(player); // update species
510                 if(!autocvar_g_debug_globalsounds)
511                         UpdatePlayerSounds(player); // update skin sounds
512         }
513
514         if(!teamplay)
515                 if(strlen(autocvar_sv_defaultplayercolors))
516                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
517                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
518 }
519
520 void PutPlayerInServer(entity this)
521 {
522         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
523
524         PlayerState_attach(this);
525         accuracy_resend(this);
526
527         if (this.team < 0)
528                 JoinBestTeam(this, true);
529
530         entity spot = SelectSpawnPoint(this, false);
531         if (!spot) {
532                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
533                 return; // spawn failed
534         }
535
536         TRANSMUTE(Player, this);
537
538         CS(this).wasplayer = true;
539         this.iscreature = true;
540         this.teleportable = TELEPORT_NORMAL;
541         if(!this.damagedbycontents)
542                 IL_PUSH(g_damagedbycontents, this);
543         this.damagedbycontents = true;
544         set_movetype(this, MOVETYPE_WALK);
545         this.solid = SOLID_SLIDEBOX;
546         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
547         if (autocvar_g_playerclip_collisions)
548                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
549         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
550                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
551         this.frags = FRAGS_PLAYER;
552         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
553         this.flags = FL_CLIENT | FL_PICKUPITEMS;
554         if (autocvar__notarget)
555                 this.flags |= FL_NOTARGET;
556         this.takedamage = DAMAGE_AIM;
557         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
558
559         if (warmup_stage) {
560                 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
561                 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
562                 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
563                 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
564                 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
565                 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
566                 this.health = warmup_start_health;
567                 this.armorvalue = warmup_start_armorvalue;
568                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
569         } else {
570                 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
571                 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
572                 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
573                 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
574                 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
575                 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
576                 this.health = start_health;
577                 this.armorvalue = start_armorvalue;
578                 STAT(WEAPONS, this) = start_weapons;
579                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
580                 {
581                         GiveRandomWeapons(this, random_start_weapons_count,
582                                 autocvar_g_random_start_weapons, random_start_ammo);
583                 }
584         }
585         SetSpectatee_status(this, 0);
586
587         PS(this).dual_weapons = '0 0 0';
588
589         this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
590
591         this.items = start_items;
592
593         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
594         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
595         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
596         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
597         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
598         if (!sv_ready_restart_after_countdown && time < game_starttime)
599         {
600                 float f = game_starttime - time;
601                 this.spawnshieldtime += f;
602                 this.pauserotarmor_finished += f;
603                 this.pauserothealth_finished += f;
604                 this.pauseregen_finished += f;
605         }
606
607         this.damageforcescale = 2;
608         this.death_time = 0;
609         this.respawn_flags = 0;
610         this.respawn_time = 0;
611         STAT(RESPAWN_TIME, this) = 0;
612         this.scale = autocvar_sv_player_scale;
613         this.fade_time = 0;
614         this.pain_frame = 0;
615         this.pain_finished = 0;
616         this.pushltime = 0;
617         setthink(this, func_null); // players have no think function
618         this.nextthink = 0;
619         this.dmg_team = 0;
620         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
621
622         this.deadflag = DEAD_NO;
623
624         this.angles = spot.angles;
625         this.angles_z = 0; // never spawn tilted even if the spot says to
626         if (IS_BOT_CLIENT(this))
627                 this.v_angle = this.angles;
628         this.fixangle = true; // turn this way immediately
629         this.oldvelocity = this.velocity = '0 0 0';
630         this.avelocity = '0 0 0';
631         this.punchangle = '0 0 0';
632         this.punchvector = '0 0 0';
633
634         this.strength_finished = 0;
635         this.invincible_finished = 0;
636         this.fire_endtime = -1;
637         STAT(REVIVE_PROGRESS, this) = 0;
638         this.revival_time = 0;
639
640         this.air_finished = time + 12;
641         this.waterlevel = WATERLEVEL_NONE;
642         this.watertype = CONTENT_EMPTY;
643
644         entity spawnevent = new_pure(spawnevent);
645         spawnevent.owner = this;
646         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
647
648         // Cut off any still running player sounds.
649         stopsound(this, CH_PLAYER_SINGLE);
650
651         this.model = "";
652         FixPlayermodel(this);
653         this.drawonlytoclient = NULL;
654
655         this.viewloc = NULL;
656
657         for(int slot = 0; slot < MAX_AXH; ++slot)
658         {
659                 entity axh = this.(AuxiliaryXhair[slot]);
660                 this.(AuxiliaryXhair[slot]) = NULL;
661
662                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
663                         delete(axh);
664         }
665
666         this.spawnpoint_targ = NULL;
667
668         this.crouch = false;
669         this.view_ofs = STAT(PL_VIEW_OFS, this);
670         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
671         this.spawnorigin = spot.origin;
672         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
673         // don't reset back to last position, even if new position is stuck in solid
674         this.oldorigin = this.origin;
675         if(this.conveyor)
676                 IL_REMOVE(g_conveyed, this);
677         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
678         STAT(HUD, this) = HUD_NORMAL;
679
680         this.event_damage = PlayerDamage;
681
682         if(!this.bot_attack)
683                 IL_PUSH(g_bot_targets, this);
684         this.bot_attack = true;
685         if(!this.monster_attack)
686                 IL_PUSH(g_monster_targets, this);
687         this.monster_attack = true;
688         navigation_dynamicgoal_init(this, false);
689
690         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
691
692         // player was spectator
693         if (CS(this).killcount == FRAGS_SPECTATOR) {
694                 PlayerScore_Clear(this);
695                 CS(this).killcount = 0;
696                 CS(this).startplaytime = time;
697         }
698
699         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
700         {
701                 .entity weaponentity = weaponentities[slot];
702                 entity oldwep = this.(weaponentity);
703                 CL_SpawnWeaponentity(this, weaponentity);
704                 if(oldwep && oldwep.owner == this)
705                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
706         }
707         this.alpha = default_player_alpha;
708         this.colormod = '1 1 1' * autocvar_g_player_brightness;
709         this.exteriorweaponentity.alpha = default_weapon_alpha;
710
711         this.speedrunning = false;
712
713         target_voicescript_clear(this);
714
715         // reset fields the weapons may use
716         FOREACH(Weapons, true, {
717                 it.wr_resetplayer(it, this);
718                         // reload all reloadable weapons
719                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
720                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
721                         {
722                                 .entity weaponentity = weaponentities[slot];
723                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
724                         }
725                 }
726         });
727
728         {
729                 string s = spot.target;
730                 spot.target = string_null;
731                 SUB_UseTargets(spot, this, NULL);
732                 spot.target = s;
733         }
734
735         Unfreeze(this);
736
737         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
738
739         if (autocvar_spawn_debug)
740         {
741                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
742                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
743         }
744
745         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
746         {
747                 .entity weaponentity = weaponentities[slot];
748                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
749                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
750                 else
751                         this.(weaponentity).m_switchweapon = WEP_Null;
752                 this.(weaponentity).m_weapon = WEP_Null;
753                 this.(weaponentity).weaponname = "";
754                 this.(weaponentity).m_switchingweapon = WEP_Null;
755                 this.(weaponentity).cnt = -1;
756         }
757
758         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
759
760         if (!warmup_stage && !this.alivetime)
761                 this.alivetime = time;
762
763         antilag_clear(this, CS(this));
764 }
765
766 /** Called when a client spawns in the server */
767 void PutClientInServer(entity this)
768 {
769         if (IS_BOT_CLIENT(this)) {
770                 TRANSMUTE(Player, this);
771         } else if (IS_REAL_CLIENT(this)) {
772                 msg_entity = this;
773                 WriteByte(MSG_ONE, SVC_SETVIEW);
774                 WriteEntity(MSG_ONE, this);
775         }
776         if (game_stopped)
777                 TRANSMUTE(Observer, this);
778
779         SetSpectatee(this, NULL);
780
781         // reset player keys
782         if(PS(this))
783                 PS(this).itemkeys = 0;
784
785         MUTATOR_CALLHOOK(PutClientInServer, this);
786
787         if (IS_OBSERVER(this)) {
788                 PutObserverInServer(this);
789         } else if (IS_PLAYER(this)) {
790                 PutPlayerInServer(this);
791         }
792 }
793
794 void ClientInit_misc(entity this);
795
796 // TODO do we need all these fields, or should we stop autodetecting runtime
797 // changes and just have a console command to update this?
798 bool ClientInit_SendEntity(entity this, entity to, int sf)
799 {
800         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
801         return = true;
802         msg_entity = to;
803         // MSG_INIT replacement
804         // TODO: make easier to use
805         Registry_send_all();
806         W_PROP_reload(MSG_ONE, to);
807         ClientInit_misc(this);
808         MUTATOR_CALLHOOK(Ent_Init);
809 }
810 void ClientInit_misc(entity this)
811 {
812         int channel = MSG_ONE;
813         WriteHeader(channel, ENT_CLIENT_INIT);
814         WriteByte(channel, g_nexball_meter_period * 32);
815         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
816         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
817         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
818         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
819         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
820         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
821         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
822         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
823
824         if(sv_foginterval && world.fog != "")
825                 WriteString(channel, world.fog);
826         else
827                 WriteString(channel, "");
828         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
829         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
830         WriteByte(channel, serverflags);
831         WriteCoord(channel, autocvar_g_trueaim_minrange);
832 }
833
834 void ClientInit_CheckUpdate(entity this)
835 {
836         this.nextthink = time;
837         if(this.count != autocvar_g_balance_armor_blockpercent)
838         {
839                 this.count = autocvar_g_balance_armor_blockpercent;
840                 this.SendFlags |= 1;
841         }
842         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
843         {
844                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
845                 this.SendFlags |= 1;
846         }
847 }
848
849 void ClientInit_Spawn()
850 {
851         entity e = new_pure(clientinit);
852         setthink(e, ClientInit_CheckUpdate);
853         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
854
855         ClientInit_CheckUpdate(e);
856 }
857
858 /*
859 =============
860 SetNewParms
861 =============
862 */
863 void SetNewParms ()
864 {
865         // initialize parms for a new player
866         parm1 = -(86400 * 366);
867
868         MUTATOR_CALLHOOK(SetNewParms);
869 }
870
871 /*
872 =============
873 SetChangeParms
874 =============
875 */
876 void SetChangeParms (entity this)
877 {
878         // save parms for level change
879         parm1 = CS(this).parm_idlesince - time;
880
881         MUTATOR_CALLHOOK(SetChangeParms);
882 }
883
884 /*
885 =============
886 DecodeLevelParms
887 =============
888 */
889 void DecodeLevelParms(entity this)
890 {
891         // load parms
892         CS(this).parm_idlesince = parm1;
893         if (CS(this).parm_idlesince == -(86400 * 366))
894                 CS(this).parm_idlesince = time;
895
896         // whatever happens, allow 60 seconds of idling directly after connect for map loading
897         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
898
899         MUTATOR_CALLHOOK(DecodeLevelParms);
900 }
901
902 /*
903 =============
904 ClientKill
905
906 Called when a client types 'kill' in the console
907 =============
908 */
909
910 .float clientkill_nexttime;
911 void ClientKill_Now_TeamChange(entity this)
912 {
913         if(this.killindicator_teamchange == -1)
914         {
915                 JoinBestTeam( this, true );
916         }
917         else if(this.killindicator_teamchange == -2)
918         {
919                 if(blockSpectators)
920                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
921                 PutObserverInServer(this);
922         }
923         else
924                 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
925         this.killindicator_teamchange = 0;
926 }
927
928 void ClientKill_Now(entity this)
929 {
930         if(this.vehicle)
931         {
932             vehicles_exit(this.vehicle, VHEF_RELEASE);
933             if(!this.killindicator_teamchange)
934             {
935             this.vehicle_health = -1;
936             Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
937             }
938         }
939
940         if(this.killindicator && !wasfreed(this.killindicator))
941                 delete(this.killindicator);
942
943         this.killindicator = NULL;
944
945         if(this.killindicator_teamchange)
946                 ClientKill_Now_TeamChange(this);
947
948         if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
949         {
950                 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
951         }
952
953         // now I am sure the player IS dead
954 }
955 void KillIndicator_Think(entity this)
956 {
957         if (game_stopped)
958         {
959                 this.owner.killindicator = NULL;
960                 delete(this);
961                 return;
962         }
963
964         if (this.owner.alpha < 0 && !this.owner.vehicle)
965         {
966                 this.owner.killindicator = NULL;
967                 delete(this);
968                 return;
969         }
970
971         if(this.cnt <= 0)
972         {
973                 ClientKill_Now(this.owner);
974                 return;
975         }
976     else if(this.health == 1) // health == 1 means that it's silent
977     {
978         this.nextthink = time + 1;
979         this.cnt -= 1;
980     }
981         else
982         {
983                 if(this.cnt <= 10)
984                         setmodel(this, MDL_NUM(this.cnt));
985                 if(IS_REAL_CLIENT(this.owner))
986                 {
987                         if(this.cnt <= 10)
988                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
989                 }
990                 this.nextthink = time + 1;
991                 this.cnt -= 1;
992         }
993 }
994
995 float clientkilltime;
996 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
997 {
998         float killtime;
999         float starttime;
1000
1001         if (game_stopped)
1002                 return;
1003
1004         killtime = autocvar_g_balance_kill_delay;
1005
1006     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1007         return;
1008     killtime = M_ARGV(1, float);
1009
1010         this.killindicator_teamchange = targetteam;
1011
1012     if(!this.killindicator)
1013         {
1014                 if(!IS_DEAD(this))
1015                 {
1016                         killtime = max(killtime, this.clientkill_nexttime - time);
1017                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1018                 }
1019
1020                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1021                 {
1022                         ClientKill_Now(this);
1023                 }
1024                 else
1025                 {
1026                         starttime = max(time, clientkilltime);
1027
1028                         this.killindicator = spawn();
1029                         this.killindicator.owner = this;
1030                         this.killindicator.scale = 0.5;
1031                         setattachment(this.killindicator, this, "");
1032                         setorigin(this.killindicator, '0 0 52');
1033                         setthink(this.killindicator, KillIndicator_Think);
1034                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1035                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1036                         this.killindicator.cnt = ceil(killtime);
1037                         this.killindicator.count = bound(0, ceil(killtime), 10);
1038                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1039
1040                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1041                         {
1042                                 it.killindicator = spawn();
1043                                 it.killindicator.owner = it;
1044                                 it.killindicator.scale = 0.5;
1045                                 setattachment(it.killindicator, it, "");
1046                                 setorigin(it.killindicator, '0 0 52');
1047                                 setthink(it.killindicator, KillIndicator_Think);
1048                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1049                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1050                                 it.killindicator.cnt = ceil(killtime);
1051                         });
1052                         this.lip = 0;
1053                 }
1054         }
1055         if(this.killindicator)
1056         {
1057                 if(targetteam == 0) // just die
1058                 {
1059                         this.killindicator.colormod = '0 0 0';
1060                         if(IS_REAL_CLIENT(this))
1061                         if(this.killindicator.cnt > 0)
1062                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1063                 }
1064                 else if(targetteam == -1) // auto
1065                 {
1066                         this.killindicator.colormod = '0 1 0';
1067                         if(IS_REAL_CLIENT(this))
1068                         if(this.killindicator.cnt > 0)
1069                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1070                 }
1071                 else if(targetteam == -2) // spectate
1072                 {
1073                         this.killindicator.colormod = '0.5 0.5 0.5';
1074                         if(IS_REAL_CLIENT(this))
1075                         if(this.killindicator.cnt > 0)
1076                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1077                 }
1078                 else
1079                 {
1080                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1081                         if(IS_REAL_CLIENT(this))
1082                         if(this.killindicator.cnt > 0)
1083                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1084                 }
1085         }
1086
1087 }
1088
1089 void ClientKill (entity this)
1090 {
1091         if(game_stopped) return;
1092         if(this.player_blocked) return;
1093         if(STAT(FROZEN, this)) return;
1094
1095         ClientKill_TeamChange(this, 0);
1096 }
1097
1098 void FixClientCvars(entity e)
1099 {
1100         // send prediction settings to the client
1101         stuffcmd(e, "\nin_bindmap 0 0\n");
1102         if(autocvar_g_antilag == 3) // client side hitscan
1103                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1104         if(autocvar_sv_gentle)
1105                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1106
1107         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1108         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1109
1110         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1111
1112         MUTATOR_CALLHOOK(FixClientCvars, e);
1113 }
1114
1115 bool findinlist_abbrev(string tofind, string list)
1116 {
1117         if(list == "" || tofind == "")
1118                 return false; // empty list or search, just return
1119
1120         // this function allows abbreviated strings!
1121         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1122         {
1123                 return true;
1124         });
1125
1126         return false;
1127 }
1128
1129 bool PlayerInIPList(entity p, string iplist)
1130 {
1131         // some safety checks (never allow local?)
1132         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1133                 return false;
1134
1135         return findinlist_abbrev(p.netaddress, iplist);
1136 }
1137
1138 bool PlayerInIDList(entity p, string idlist)
1139 {
1140         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1141         if(!p.crypto_idfp)
1142                 return false;
1143
1144         return findinlist_abbrev(p.crypto_idfp, idlist);
1145 }
1146
1147 bool PlayerInList(entity player, string list)
1148 {
1149         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1150 }
1151
1152 #ifdef DP_EXT_PRECONNECT
1153 /*
1154 =============
1155 ClientPreConnect
1156
1157 Called once (not at each match start) when a client begins a connection to the server
1158 =============
1159 */
1160 void ClientPreConnect(entity this)
1161 {
1162         if(autocvar_sv_eventlog)
1163         {
1164                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1165                         this.playerid,
1166                         etof(this),
1167                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1168                 ));
1169         }
1170 }
1171 #endif
1172
1173 /**
1174 =============
1175 ClientConnect
1176
1177 Called when a client connects to the server
1178 =============
1179 */
1180 void ClientConnect(entity this)
1181 {
1182         if (Ban_MaybeEnforceBanOnce(this)) return;
1183         assert(!IS_CLIENT(this), return);
1184         this.flags |= FL_CLIENT;
1185         assert(player_count >= 0, player_count = 0);
1186
1187 #ifdef WATERMARK
1188         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1189 #endif
1190         TRANSMUTE(Client, this);
1191         CS(this).version_nagtime = time + 10 + random() * 10;
1192
1193         // identify the right forced team
1194         if (autocvar_g_campaign)
1195         {
1196                 if (IS_REAL_CLIENT(this)) // only players, not bots
1197                 {
1198                         switch (autocvar_g_campaign_forceteam)
1199                         {
1200                                 case 1: this.team_forced = NUM_TEAM_1; break;
1201                                 case 2: this.team_forced = NUM_TEAM_2; break;
1202                                 case 3: this.team_forced = NUM_TEAM_3; break;
1203                                 case 4: this.team_forced = NUM_TEAM_4; break;
1204                                 default: this.team_forced = 0;
1205                         }
1206                 }
1207         }
1208         else if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1209         else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1210         else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1211         else if (PlayerInList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1212         else switch (autocvar_g_forced_team_otherwise)
1213         {
1214                 default: this.team_forced = 0; break;
1215                 case "red": this.team_forced = NUM_TEAM_1; break;
1216                 case "blue": this.team_forced = NUM_TEAM_2; break;
1217                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1218                 case "pink": this.team_forced = NUM_TEAM_4; break;
1219                 case "spectate":
1220                 case "spectator":
1221                         this.team_forced = -1;
1222                         break;
1223         }
1224         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1225
1226         int playerid_save = this.playerid;
1227         this.playerid = 0; // silent
1228         JoinBestTeam(this, false); // if the team number is valid, keep it
1229         this.playerid = playerid_save;
1230
1231         TRANSMUTE(Observer, this);
1232
1233         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1234
1235         // always track bots, don't ask for cl_allow_uidtracking
1236         if (IS_BOT_CLIENT(this))
1237                 PlayerStats_GameReport_AddPlayer(this);
1238         else
1239                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1240
1241         if (autocvar_sv_eventlog)
1242                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1243
1244         LogTeamchange(this.playerid, this.team, 1);
1245
1246         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1247
1248         if(teamplay && IS_PLAYER(this))
1249                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1250         else
1251                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1252
1253         stuffcmd(this, clientstuff, "\n");
1254         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1255
1256         FixClientCvars(this);
1257
1258         // get version info from player
1259         stuffcmd(this, "cmd clientversion $gameversion\n");
1260
1261         // notify about available teams
1262         if (teamplay)
1263         {
1264                 CheckAllowedTeams(this);
1265                 int t = 0;
1266                 if (c1 >= 0) t |= BIT(0);
1267                 if (c2 >= 0) t |= BIT(1);
1268                 if (c3 >= 0) t |= BIT(2);
1269                 if (c4 >= 0) t |= BIT(3);
1270                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1271         }
1272         else
1273         {
1274                 stuffcmd(this, "set _teams_available 0\n");
1275         }
1276
1277         bot_relinkplayerlist();
1278
1279         CS(this).spectatortime = time;
1280         if (blockSpectators)
1281         {
1282                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1283         }
1284
1285         CS(this).jointime = time;
1286
1287         if (IS_REAL_CLIENT(this))
1288         {
1289                 if (g_weaponarena_weapons == WEPSET(TUBA))
1290                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1291         }
1292
1293         if (!sv_foginterval && world.fog != "")
1294                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1295
1296         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1297                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1298                         send_CSQC_teamnagger();
1299
1300         CSQCMODEL_AUTOINIT(this);
1301
1302         CS(this).model_randomizer = random();
1303
1304         if (IS_REAL_CLIENT(this))
1305                 sv_notice_join(this);
1306
1307         // update physics stats (players can spawn before physics runs)
1308         Physics_UpdateStats(this);
1309
1310         IL_EACH(g_initforplayer, it.init_for_player, {
1311                 it.init_for_player(it, this);
1312         });
1313
1314         Handicap_Initialize(this);
1315
1316         MUTATOR_CALLHOOK(ClientConnect, this);
1317
1318         if (IS_REAL_CLIENT(this))
1319         {
1320                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1321                 {
1322                         CS(this).motd_actived_time = -1;
1323                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1324                 }
1325         }
1326 }
1327 /*
1328 =============
1329 ClientDisconnect
1330
1331 Called when a client disconnects from the server
1332 =============
1333 */
1334 .entity chatbubbleentity;
1335 void ReadyCount();
1336 void ClientDisconnect(entity this)
1337 {
1338         assert(IS_CLIENT(this), return);
1339
1340         PlayerStats_GameReport_FinalizePlayer(this);
1341         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1342         if (CS(this).active_minigame) part_minigame(this);
1343         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1344
1345         if (autocvar_sv_eventlog)
1346                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1347
1348         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1349
1350         if(IS_SPEC(this))
1351                 SetSpectatee(this, NULL);
1352
1353     MUTATOR_CALLHOOK(ClientDisconnect, this);
1354
1355         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1356         strfree(CS(this).weaponorder_byimpulse);
1357         ClientState_detach(this);
1358
1359         Portal_ClearAll(this);
1360
1361         Unfreeze(this);
1362
1363         RemoveGrapplingHooks(this);
1364
1365         // Here, everything has been done that requires this player to be a client.
1366
1367         this.flags &= ~FL_CLIENT;
1368
1369         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1370         if (this.killindicator) delete(this.killindicator);
1371
1372         WaypointSprite_PlayerGone(this);
1373
1374         bot_relinkplayerlist();
1375
1376         strfree(this.clientstatus);
1377         if (this.personal) delete(this.personal);
1378
1379         this.playerid = 0;
1380         ReadyCount();
1381         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1382
1383         ONREMOVE(this);
1384 }
1385
1386 void ChatBubbleThink(entity this)
1387 {
1388         this.nextthink = time;
1389         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1390         {
1391                 if(this.owner) // but why can that ever be NULL?
1392                         this.owner.chatbubbleentity = NULL;
1393                 delete(this);
1394                 return;
1395         }
1396
1397         this.mdl = "";
1398
1399         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1400         {
1401                 if ( CS(this.owner).active_minigame )
1402                         this.mdl = "models/sprites/minigame_busy.iqm";
1403                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1404                         this.mdl = "models/misc/chatbubble.spr";
1405         }
1406
1407         if ( this.model != this.mdl )
1408                 _setmodel(this, this.mdl);
1409
1410 }
1411
1412 void UpdateChatBubble(entity this)
1413 {
1414         if (this.alpha < 0)
1415                 return;
1416         // spawn a chatbubble entity if needed
1417         if (!this.chatbubbleentity)
1418         {
1419                 this.chatbubbleentity = new(chatbubbleentity);
1420                 this.chatbubbleentity.owner = this;
1421                 this.chatbubbleentity.exteriormodeltoclient = this;
1422                 setthink(this.chatbubbleentity, ChatBubbleThink);
1423                 this.chatbubbleentity.nextthink = time;
1424                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1425                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1426                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1427                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1428                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1429                 //this.chatbubbleentity.model = "";
1430                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1431         }
1432 }
1433
1434
1435 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1436 // added to the model skins
1437 /*void UpdateColorModHack()
1438 {
1439         float c;
1440         c = this.clientcolors & 15;
1441         // LordHavoc: only bothering to support white, green, red, yellow, blue
1442              if (!teamplay) this.colormod = '0 0 0';
1443         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1444         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1445         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1446         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1447         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1448         else this.colormod = '1 1 1';
1449 }*/
1450
1451 void respawn(entity this)
1452 {
1453         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1454         {
1455                 this.solid = SOLID_NOT;
1456                 this.takedamage = DAMAGE_NO;
1457                 set_movetype(this, MOVETYPE_FLY);
1458                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1459                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1460                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1461                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1462                 if(autocvar_g_respawn_ghosts_maxtime)
1463                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1464         }
1465
1466         CopyBody(this, 1);
1467
1468         this.effects |= EF_NODRAW; // prevent another CopyBody
1469         PutClientInServer(this);
1470 }
1471
1472 void PrintToChat(entity client, string text)
1473 {
1474         text = strcat("\{1}^7", text, "\n");
1475         sprint(client, text);
1476 }
1477
1478 void DebugPrintToChat(entity client, string text)
1479 {
1480         if (autocvar_developer)
1481         {
1482                 PrintToChat(client, text);
1483         }
1484 }
1485
1486 void PrintToChatAll(string text)
1487 {
1488         text = strcat("\{1}^7", text, "\n");
1489         bprint(text);
1490 }
1491
1492 void DebugPrintToChatAll(string text)
1493 {
1494         if (autocvar_developer)
1495         {
1496                 PrintToChatAll(text);
1497         }
1498 }
1499
1500 void PrintToChatTeam(int team_num, string text)
1501 {
1502         text = strcat("\{1}^7", text, "\n");
1503         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1504         {
1505                 if (it.team == team_num)
1506                 {
1507                         sprint(it, text);
1508                 }
1509         });
1510 }
1511
1512 void DebugPrintToChatTeam(int team_num, string text)
1513 {
1514         if (autocvar_developer)
1515         {
1516                 PrintToChatTeam(team_num, text);
1517         }
1518 }
1519
1520 void play_countdown(entity this, float finished, Sound samp)
1521 {
1522     TC(Sound, samp);
1523         if(IS_REAL_CLIENT(this))
1524                 if(floor(finished - time - frametime) != floor(finished - time))
1525                         if(finished - time < 6)
1526                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1527 }
1528
1529 void player_powerups(entity this)
1530 {
1531         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1532         int items_prev = this.items;
1533
1534         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1535                 this.modelflags |= MF_ROCKET;
1536         else
1537                 this.modelflags &= ~MF_ROCKET;
1538
1539         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1540
1541         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1542                 return;
1543
1544         Fire_ApplyDamage(this);
1545         Fire_ApplyEffect(this);
1546
1547         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1548         {
1549                 if (this.items & ITEM_Strength.m_itemid)
1550                 {
1551                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1552                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1553                         if (time > this.strength_finished)
1554                         {
1555                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1556                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1557                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1558                         }
1559                 }
1560                 else
1561                 {
1562                         if (time < this.strength_finished)
1563                         {
1564                                 this.items = this.items | ITEM_Strength.m_itemid;
1565                                 if(!g_cts)
1566                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1567                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1568                         }
1569                 }
1570                 if (this.items & ITEM_Shield.m_itemid)
1571                 {
1572                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1573                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1574                         if (time > this.invincible_finished)
1575                         {
1576                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1577                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1578                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1579                         }
1580                 }
1581                 else
1582                 {
1583                         if (time < this.invincible_finished)
1584                         {
1585                                 this.items = this.items | ITEM_Shield.m_itemid;
1586                                 if(!g_cts)
1587                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1588                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1589                         }
1590                 }
1591                 if (this.items & IT_SUPERWEAPON)
1592                 {
1593                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1594                         {
1595                                 this.superweapons_finished = 0;
1596                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1597                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1598                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1599                         }
1600                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1601                         {
1602                                 // don't let them run out
1603                         }
1604                         else
1605                         {
1606                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1607                                 if (time > this.superweapons_finished)
1608                                 {
1609                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1610                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1611                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1612                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1613                                 }
1614                         }
1615                 }
1616                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1617                 {
1618                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1619                         {
1620                                 this.items = this.items | IT_SUPERWEAPON;
1621                                 if(!g_cts)
1622                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1623                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1624                         }
1625                         else
1626                         {
1627                                 this.superweapons_finished = 0;
1628                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1629                         }
1630                 }
1631                 else
1632                 {
1633                         this.superweapons_finished = 0;
1634                 }
1635         }
1636
1637         if(autocvar_g_nodepthtestplayers)
1638                 this.effects = this.effects | EF_NODEPTHTEST;
1639
1640         if(autocvar_g_fullbrightplayers)
1641                 this.effects = this.effects | EF_FULLBRIGHT;
1642
1643         if (time >= game_starttime)
1644         if (time < this.spawnshieldtime)
1645                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1646
1647         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1648 }
1649
1650 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1651 {
1652         if(current > stable)
1653                 return current;
1654         else if(current > stable - 0.25) // when close enough, "snap"
1655                 return stable;
1656         else
1657                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1658 }
1659
1660 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1661 {
1662         if(current < stable)
1663                 return current;
1664         else if(current < stable + 0.25) // when close enough, "snap"
1665                 return stable;
1666         else
1667                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1668 }
1669
1670 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1671 {
1672         if(current > rotstable)
1673         {
1674                 if(rotframetime > 0)
1675                 {
1676                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1677                         current = max(rotstable, current - rotlinear * rotframetime);
1678                 }
1679         }
1680         else if(current < regenstable)
1681         {
1682                 if(regenframetime > 0)
1683                 {
1684                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1685                         current = min(regenstable, current + regenlinear * regenframetime);
1686                 }
1687         }
1688
1689         if(current > limit)
1690                 current = limit;
1691
1692         return current;
1693 }
1694
1695 void player_regen(entity this)
1696 {
1697         float max_mod, regen_mod, rot_mod, limit_mod;
1698         max_mod = regen_mod = rot_mod = limit_mod = 1;
1699
1700         float regen_health = autocvar_g_balance_health_regen;
1701         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1702         float regen_health_rot = autocvar_g_balance_health_rot;
1703         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1704         float regen_health_stable = autocvar_g_balance_health_regenstable;
1705         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1706         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1707                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1708         max_mod = M_ARGV(1, float);
1709         regen_mod = M_ARGV(2, float);
1710         rot_mod = M_ARGV(3, float);
1711         limit_mod = M_ARGV(4, float);
1712         regen_health = M_ARGV(5, float);
1713         regen_health_linear = M_ARGV(6, float);
1714         regen_health_rot = M_ARGV(7, float);
1715         regen_health_rotlinear = M_ARGV(8, float);
1716         regen_health_stable = M_ARGV(9, float);
1717         regen_health_rotstable = M_ARGV(10, float);
1718
1719         if(!mutator_returnvalue)
1720         if(!STAT(FROZEN, this))
1721         {
1722                 float mina, maxa, limith, limita;
1723                 maxa = autocvar_g_balance_armor_rotstable;
1724                 mina = autocvar_g_balance_armor_regenstable;
1725                 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1726                 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1727
1728                 regen_health_rotstable = regen_health_rotstable * max_mod;
1729                 regen_health_stable = regen_health_stable * max_mod;
1730                 limith = limith * limit_mod;
1731                 limita = limita * limit_mod;
1732
1733                 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);
1734                 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);
1735         }
1736
1737         // if player rotted to death...  die!
1738         // check this outside above checks, as player may still be able to rot to death
1739         if(this.health < 1)
1740         {
1741                 if(this.vehicle)
1742                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1743                 if(this.event_damage)
1744                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1745         }
1746
1747         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1748         {
1749                 float minf, maxf, limitf;
1750
1751                 maxf = autocvar_g_balance_fuel_rotstable;
1752                 minf = autocvar_g_balance_fuel_regenstable;
1753                 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1754
1755                 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);
1756         }
1757         // Ugly hack to make sure the health and armor don't go beyond hard limit.
1758         // TODO: Remove this hack when all code uses GivePlayerHealth and
1759         // GivePlayerArmor.
1760         if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1761         {
1762                 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1763         }
1764         if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1765         {
1766                 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1767         }
1768         // End hack.
1769 }
1770
1771 bool zoomstate_set;
1772 void SetZoomState(entity this, float newzoom)
1773 {
1774         if(newzoom != CS(this).zoomstate)
1775         {
1776                 CS(this).zoomstate = newzoom;
1777                 ClientData_Touch(this);
1778         }
1779         zoomstate_set = true;
1780 }
1781
1782 void GetPressedKeys(entity this)
1783 {
1784         MUTATOR_CALLHOOK(GetPressedKeys, this);
1785         int keys = STAT(PRESSED_KEYS, this);
1786         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1787         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1788         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1789         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1790
1791         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1792         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1793         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1794         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1795         CS(this).pressedkeys = keys; // store for other users
1796
1797         STAT(PRESSED_KEYS, this) = keys;
1798 }
1799
1800 /*
1801 ======================
1802 spectate mode routines
1803 ======================
1804 */
1805
1806 void SpectateCopy(entity this, entity spectatee)
1807 {
1808     TC(Client, this); TC(Client, spectatee);
1809
1810         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1811         PS(this) = PS(spectatee);
1812         this.armortype = spectatee.armortype;
1813         this.armorvalue = spectatee.armorvalue;
1814         this.ammo_cells = spectatee.ammo_cells; // TODO: these will be a part of inventory, so no need to worry about setting them later!
1815         this.ammo_plasma = spectatee.ammo_plasma;
1816         this.ammo_shells = spectatee.ammo_shells;
1817         this.ammo_nails = spectatee.ammo_nails;
1818         this.ammo_rockets = spectatee.ammo_rockets;
1819         this.ammo_fuel = spectatee.ammo_fuel;
1820         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1821         this.health = spectatee.health;
1822         CS(this).impulse = 0;
1823         this.items = spectatee.items;
1824         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1825         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1826         this.strength_finished = spectatee.strength_finished;
1827         this.invincible_finished = spectatee.invincible_finished;
1828         this.superweapons_finished = spectatee.superweapons_finished;
1829         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1830         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1831         this.punchangle = spectatee.punchangle;
1832         this.view_ofs = spectatee.view_ofs;
1833         this.velocity = spectatee.velocity;
1834         this.dmg_take = spectatee.dmg_take;
1835         this.dmg_save = spectatee.dmg_save;
1836         this.dmg_inflictor = spectatee.dmg_inflictor;
1837         this.v_angle = spectatee.v_angle;
1838         this.angles = spectatee.v_angle;
1839         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1840         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1841         this.viewloc = spectatee.viewloc;
1842         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1843                 this.fixangle = true;
1844         setorigin(this, spectatee.origin);
1845         setsize(this, spectatee.mins, spectatee.maxs);
1846         SetZoomState(this, CS(spectatee).zoomstate);
1847
1848     anticheat_spectatecopy(this, spectatee);
1849         STAT(HUD, this) = STAT(HUD, spectatee);
1850         if(spectatee.vehicle)
1851     {
1852         this.angles = spectatee.v_angle;
1853
1854         //this.fixangle = false;
1855         //this.velocity = spectatee.vehicle.velocity;
1856         this.vehicle_health = spectatee.vehicle_health;
1857         this.vehicle_shield = spectatee.vehicle_shield;
1858         this.vehicle_energy = spectatee.vehicle_energy;
1859         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1860         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1861         this.vehicle_reload1 = spectatee.vehicle_reload1;
1862         this.vehicle_reload2 = spectatee.vehicle_reload2;
1863
1864         //msg_entity = this;
1865
1866        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1867             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1868            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1869            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1870
1871         //WriteByte (MSG_ONE, SVC_SETVIEW);
1872         //    WriteEntity(MSG_ONE, this);
1873         //makevectors(spectatee.v_angle);
1874         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1875     }
1876 }
1877
1878 bool SpectateUpdate(entity this)
1879 {
1880         if(!this.enemy)
1881                 return false;
1882
1883         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1884         {
1885                 SetSpectatee(this, NULL);
1886                 return false;
1887         }
1888
1889         SpectateCopy(this, this.enemy);
1890
1891         return true;
1892 }
1893
1894 bool SpectateSet(entity this)
1895 {
1896         if(!IS_PLAYER(this.enemy))
1897                 return false;
1898
1899         ClientData_Touch(this.enemy);
1900
1901         msg_entity = this;
1902         WriteByte(MSG_ONE, SVC_SETVIEW);
1903         WriteEntity(MSG_ONE, this.enemy);
1904         set_movetype(this, MOVETYPE_NONE);
1905         accuracy_resend(this);
1906
1907         if(!SpectateUpdate(this))
1908                 PutObserverInServer(this);
1909
1910         return true;
1911 }
1912
1913 void SetSpectatee_status(entity this, int spectatee_num)
1914 {
1915         int oldspectatee_status = CS(this).spectatee_status;
1916         CS(this).spectatee_status = spectatee_num;
1917
1918         if (CS(this).spectatee_status != oldspectatee_status)
1919         {
1920                 ClientData_Touch(this);
1921                 if (g_race || g_cts) race_InitSpectator();
1922         }
1923 }
1924
1925 void SetSpectatee(entity this, entity spectatee)
1926 {
1927         if(IS_BOT_CLIENT(this))
1928                 return; // bots abuse .enemy, this code is useless to them
1929
1930         entity old_spectatee = this.enemy;
1931
1932         this.enemy = spectatee;
1933
1934         // WEAPONTODO
1935         // these are required to fix the spectator bug with arc
1936         if(old_spectatee)
1937         {
1938                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1939                 {
1940                         .entity weaponentity = weaponentities[slot];
1941                         if(old_spectatee.(weaponentity).arc_beam)
1942                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1943                 }
1944         }
1945         if(this.enemy)
1946         {
1947                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1948                 {
1949                         .entity weaponentity = weaponentities[slot];
1950                         if(this.enemy.(weaponentity).arc_beam)
1951                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1952                 }
1953         }
1954
1955         if (this.enemy)
1956                 SetSpectatee_status(this, etof(this.enemy));
1957
1958         // needed to update spectator list
1959         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1960 }
1961
1962 bool Spectate(entity this, entity pl)
1963 {
1964         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1965                 return false;
1966         pl = M_ARGV(1, entity);
1967
1968         SetSpectatee(this, pl);
1969         return SpectateSet(this);
1970 }
1971
1972 bool SpectateNext(entity this)
1973 {
1974         entity ent = find(this.enemy, classname, STR_PLAYER);
1975
1976         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1977                 ent = M_ARGV(1, entity);
1978         else if (!ent)
1979                 ent = find(ent, classname, STR_PLAYER);
1980
1981         if(ent) { SetSpectatee(this, ent); }
1982
1983         return SpectateSet(this);
1984 }
1985
1986 bool SpectatePrev(entity this)
1987 {
1988         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1989         entity ent = findchain(classname, STR_PLAYER);
1990         if (!ent) // no player
1991                 return false;
1992
1993         entity first = ent;
1994         // skip players until current spectated player
1995         if(this.enemy)
1996         while(ent && ent != this.enemy)
1997                 ent = ent.chain;
1998
1999         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2000         {
2001                 case MUT_SPECPREV_FOUND:
2002                     ent = M_ARGV(1, entity);
2003                     break;
2004                 case MUT_SPECPREV_RETURN:
2005                     return true;
2006                 case MUT_SPECPREV_CONTINUE:
2007                 default:
2008                 {
2009                         if(ent.chain)
2010                                 ent = ent.chain;
2011                         else
2012                                 ent = first;
2013                         break;
2014                 }
2015         }
2016
2017         SetSpectatee(this, ent);
2018         return SpectateSet(this);
2019 }
2020
2021 /*
2022 =============
2023 ShowRespawnCountdown()
2024
2025 Update a respawn countdown display.
2026 =============
2027 */
2028 void ShowRespawnCountdown(entity this)
2029 {
2030         float number;
2031         if(!IS_DEAD(this)) // just respawned?
2032                 return;
2033         else
2034         {
2035                 number = ceil(this.respawn_time - time);
2036                 if(number <= 0)
2037                         return;
2038                 if(number <= this.respawn_countdown)
2039                 {
2040                         this.respawn_countdown = number - 1;
2041                         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
2042                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2043                 }
2044         }
2045 }
2046
2047 .bool team_selected;
2048 bool ShowTeamSelection(entity this)
2049 {
2050         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2051                 return false;
2052         stuffcmd(this, "menu_showteamselect\n");
2053         return true;
2054 }
2055 void Join(entity this)
2056 {
2057         TRANSMUTE(Player, this);
2058
2059         if(!this.team_selected)
2060         if(autocvar_g_campaign || autocvar_g_balance_teams)
2061                 JoinBestTeam(this, true);
2062
2063         if(autocvar_g_campaign)
2064                 campaign_bots_may_start = true;
2065
2066         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2067
2068         PutClientInServer(this);
2069
2070         if(IS_PLAYER(this))
2071         if(teamplay && this.team != -1)
2072                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2073         else
2074                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2075         this.team_selected = false;
2076 }
2077
2078 /**
2079  * Determines whether the player is allowed to join. This depends on cvar
2080  * g_maxplayers, if it isn't used this function always return true, otherwise
2081  * it checks whether the number of currently playing players exceeds g_maxplayers.
2082  * @return int number of free slots for players, 0 if none
2083  */
2084 int nJoinAllowed(entity this, entity ignore)
2085 {
2086         if(!ignore)
2087         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2088         // so report 0 free slots if restricted
2089         {
2090                 if(autocvar_g_forced_team_otherwise == "spectate")
2091                         return 0;
2092                 if(autocvar_g_forced_team_otherwise == "spectator")
2093                         return 0;
2094         }
2095
2096         if(this && this.team_forced < 0)
2097                 return 0; // forced spectators can never join
2098
2099         // TODO simplify this
2100         int totalClients = 0;
2101         int currentlyPlaying = 0;
2102         FOREACH_CLIENT(true, {
2103                 if(it != ignore)
2104                         ++totalClients;
2105                 if(IS_REAL_CLIENT(it))
2106                 if(IS_PLAYER(it) || it.caplayer)
2107                         ++currentlyPlaying;
2108         });
2109
2110         float free_slots = 0;
2111         if (!autocvar_g_maxplayers)
2112                 free_slots = maxclients - totalClients;
2113         else if(currentlyPlaying < autocvar_g_maxplayers)
2114                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2115
2116         static float join_prevent_msg_time = 0;
2117         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2118         {
2119                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2120                 join_prevent_msg_time = time + 3;
2121         }
2122
2123         return free_slots;
2124 }
2125
2126 /**
2127  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2128  * g_maxplayers_spectator_blocktime seconds
2129  */
2130 void checkSpectatorBlock(entity this)
2131 {
2132         if(IS_SPEC(this) || IS_OBSERVER(this))
2133         if(!this.caplayer)
2134         if(IS_REAL_CLIENT(this))
2135         {
2136                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2137                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2138                         dropclient(this);
2139                 }
2140         }
2141 }
2142
2143 void PrintWelcomeMessage(entity this)
2144 {
2145         if(CS(this).motd_actived_time == 0)
2146         {
2147                 if (autocvar_g_campaign) {
2148                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2149                                 CS(this).motd_actived_time = time;
2150                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2151                         }
2152                 } else {
2153                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2154                                 CS(this).motd_actived_time = time;
2155                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2156                         }
2157                 }
2158         }
2159         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2160         {
2161                 if (autocvar_g_campaign) {
2162                         if (PHYS_INPUT_BUTTON_INFO(this))
2163                                 CS(this).motd_actived_time = time;
2164                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2165                                 CS(this).motd_actived_time = 0;
2166                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2167                         }
2168                 } else {
2169                         if (PHYS_INPUT_BUTTON_INFO(this))
2170                                 CS(this).motd_actived_time = time;
2171                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2172                                 CS(this).motd_actived_time = 0;
2173                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2174                         }
2175                 }
2176         }
2177         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2178         {
2179                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2180                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2181                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2182                 {
2183                         // instanctly hide MOTD
2184                         CS(this).motd_actived_time = 0;
2185                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2186                 }
2187         }
2188 }
2189
2190 const int MIN_SPEC_TIME = 1;
2191 bool joinAllowed(entity this)
2192 {
2193         if (CS(this).version_mismatch) return false;
2194         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2195         if (!nJoinAllowed(this, this)) return false;
2196         if (teamplay && lockteams) return false;
2197         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2198         if (ShowTeamSelection(this)) return false;
2199         return true;
2200 }
2201
2202 .int items_added;
2203 .string shootfromfixedorigin;
2204 bool PlayerThink(entity this)
2205 {
2206         if (game_stopped || intermission_running) {
2207                 this.modelflags &= ~MF_ROCKET;
2208                 if(intermission_running)
2209                         IntermissionThink(this);
2210                 return false;
2211         }
2212
2213         if (timeout_status == TIMEOUT_ACTIVE) {
2214         // don't allow the player to turn around while game is paused
2215                 // FIXME turn this into CSQC stuff
2216                 this.v_angle = this.lastV_angle;
2217                 this.angles = this.lastV_angle;
2218                 this.fixangle = true;
2219         }
2220
2221         if (frametime) player_powerups(this);
2222
2223         if (IS_DEAD(this)) {
2224                 if (this.personal && g_race_qualifying) {
2225                         if (time > this.respawn_time) {
2226                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2227                                 respawn(this);
2228                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2229                         }
2230                 } else {
2231                         if (frametime) player_anim(this);
2232
2233                         if (this.respawn_flags & RESPAWN_DENY)
2234                         {
2235                                 STAT(RESPAWN_TIME, this) = 0;
2236                                 return false;
2237                         }
2238
2239                         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));
2240
2241                         switch(this.deadflag)
2242                         {
2243                                 case DEAD_DYING:
2244                                 {
2245                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2246                                                 this.deadflag = DEAD_RESPAWNING;
2247                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2248                                                 this.deadflag = DEAD_DEAD;
2249                                         break;
2250                                 }
2251                                 case DEAD_DEAD:
2252                                 {
2253                                         if (button_pressed)
2254                                                 this.deadflag = DEAD_RESPAWNABLE;
2255                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2256                                                 this.deadflag = DEAD_RESPAWNING;
2257                                         break;
2258                                 }
2259                                 case DEAD_RESPAWNABLE:
2260                                 {
2261                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2262                                                 this.deadflag = DEAD_RESPAWNING;
2263                                         break;
2264                                 }
2265                                 case DEAD_RESPAWNING:
2266                                 {
2267                                         if (time > this.respawn_time)
2268                                         {
2269                                                 this.respawn_time = time + 1; // only retry once a second
2270                                                 this.respawn_time_max = this.respawn_time;
2271                                                 respawn(this);
2272                                         }
2273                                         break;
2274                                 }
2275                         }
2276
2277                         ShowRespawnCountdown(this);
2278
2279                         if (this.respawn_flags & RESPAWN_SILENT)
2280                                 STAT(RESPAWN_TIME, this) = 0;
2281                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2282                         {
2283                                 if (time < this.respawn_time)
2284                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2285                                 else if (this.deadflag != DEAD_RESPAWNING)
2286                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2287                         }
2288                         else
2289                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2290                 }
2291
2292                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2293                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2294                         STAT(RESPAWN_TIME, this) *= -1;
2295
2296                 return false;
2297         }
2298
2299         FixPlayermodel(this);
2300
2301         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2302                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2303                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2304         }
2305
2306         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2307         //if(frametime)
2308         {
2309                 this.items &= ~this.items_added;
2310
2311                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2312                 {
2313                         .entity weaponentity = weaponentities[slot];
2314                         W_WeaponFrame(this, weaponentity);
2315                 }
2316
2317                 this.items_added = 0;
2318                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2319             this.items_added |= IT_FUEL;
2320
2321                 this.items |= this.items_added;
2322         }
2323
2324         player_regen(this);
2325
2326         // WEAPONTODO: Add a weapon request for this
2327         // rot vortex charge to the charge limit
2328         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2329         {
2330                 .entity weaponentity = weaponentities[slot];
2331                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2332                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2333         }
2334
2335         if (frametime) player_anim(this);
2336
2337         // secret status
2338         secrets_setstatus(this);
2339
2340         // monsters status
2341         monsters_setstatus(this);
2342
2343         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2344
2345         return true;
2346 }
2347
2348 .bool would_spectate;
2349 void ObserverThink(entity this)
2350 {
2351         if ( CS(this).impulse )
2352         {
2353                 MinigameImpulse(this, CS(this).impulse);
2354                 CS(this).impulse = 0;
2355         }
2356
2357         if (this.flags & FL_JUMPRELEASED) {
2358                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2359                         this.flags &= ~FL_JUMPRELEASED;
2360                         this.flags |= FL_SPAWNING;
2361                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2362                         this.flags &= ~FL_JUMPRELEASED;
2363                         if(SpectateNext(this)) {
2364                                 TRANSMUTE(Spectator, this);
2365                         }
2366                 } else {
2367                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2368                         set_movetype(this, preferred_movetype);
2369                 }
2370         } else {
2371                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2372                         this.flags |= FL_JUMPRELEASED;
2373                         if(this.flags & FL_SPAWNING)
2374                         {
2375                                 this.flags &= ~FL_SPAWNING;
2376                                 Join(this);
2377                                 return;
2378                         }
2379                 }
2380         }
2381 }
2382
2383 void SpectatorThink(entity this)
2384 {
2385         if ( CS(this).impulse )
2386         {
2387                 if(MinigameImpulse(this, CS(this).impulse))
2388                         CS(this).impulse = 0;
2389
2390                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2391                 {
2392                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2393                         CS(this).impulse = 0;
2394                         return;
2395                 }
2396         }
2397
2398         if (this.flags & FL_JUMPRELEASED) {
2399                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2400                         this.flags &= ~FL_JUMPRELEASED;
2401                         this.flags |= FL_SPAWNING;
2402                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2403                         this.flags &= ~FL_JUMPRELEASED;
2404                         if(SpectateNext(this)) {
2405                                 TRANSMUTE(Spectator, this);
2406                         } else {
2407                                 TRANSMUTE(Observer, this);
2408                                 PutClientInServer(this);
2409                         }
2410                         CS(this).impulse = 0;
2411                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2412                         this.flags &= ~FL_JUMPRELEASED;
2413                         if(SpectatePrev(this)) {
2414                                 TRANSMUTE(Spectator, this);
2415                         } else {
2416                                 TRANSMUTE(Observer, this);
2417                                 PutClientInServer(this);
2418                         }
2419                         CS(this).impulse = 0;
2420                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2421                         this.would_spectate = false;
2422                         this.flags &= ~FL_JUMPRELEASED;
2423                         TRANSMUTE(Observer, this);
2424                         PutClientInServer(this);
2425                 } else {
2426                         if(!SpectateUpdate(this))
2427                         {
2428                                 if(!SpectateNext(this))
2429                                 {
2430                                         PutObserverInServer(this);
2431                                         this.would_spectate = true;
2432                                 }
2433                         }
2434                 }
2435         } else {
2436                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2437                         this.flags |= FL_JUMPRELEASED;
2438                         if(this.flags & FL_SPAWNING)
2439                         {
2440                                 this.flags &= ~FL_SPAWNING;
2441                                 Join(this);
2442                                 return;
2443                         }
2444                 }
2445                 if(!SpectateUpdate(this))
2446                         PutObserverInServer(this);
2447         }
2448
2449         this.flags |= FL_CLIENT | FL_NOTARGET;
2450 }
2451
2452 void vehicles_enter (entity pl, entity veh);
2453 void PlayerUseKey(entity this)
2454 {
2455         if (!IS_PLAYER(this))
2456                 return;
2457
2458         if(this.vehicle)
2459         {
2460                 if(!game_stopped)
2461                 {
2462                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2463                         return;
2464                 }
2465         }
2466         else if(autocvar_g_vehicles_enter)
2467         {
2468                 if(!STAT(FROZEN, this))
2469                 if(!IS_DEAD(this))
2470                 if(!game_stopped)
2471                 {
2472                         entity head, closest_target = NULL;
2473                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2474
2475                         while(head) // find the closest acceptable target to enter
2476                         {
2477                                 if(IS_VEHICLE(head))
2478                                 if(!IS_DEAD(head))
2479                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2480                                 if(head.takedamage != DAMAGE_NO)
2481                                 {
2482                                         if(closest_target)
2483                                         {
2484                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2485                                                 { closest_target = head; }
2486                                         }
2487                                         else { closest_target = head; }
2488                                 }
2489
2490                                 head = head.chain;
2491                         }
2492
2493                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2494                 }
2495         }
2496
2497         // a use key was pressed; call handlers
2498         MUTATOR_CALLHOOK(PlayerUseKey, this);
2499 }
2500
2501
2502 /*
2503 =============
2504 PlayerPreThink
2505
2506 Called every frame for each client before the physics are run
2507 =============
2508 */
2509 .float last_vehiclecheck;
2510 void PlayerPreThink (entity this)
2511 {
2512         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2513         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2514
2515         WarpZone_PlayerPhysics_FixVAngle(this);
2516
2517         if (frametime) {
2518                 // physics frames: update anticheat stuff
2519                 anticheat_prethink(this);
2520         }
2521
2522         if (blockSpectators && frametime) {
2523                 // WORKAROUND: only use dropclient in server frames (frametime set).
2524                 // Never use it in cl_movement frames (frametime zero).
2525                 checkSpectatorBlock(this);
2526         }
2527
2528         zoomstate_set = false;
2529
2530         // Check for nameless players
2531         if (this.netname == "" || this.netname != CS(this).netname_previous)
2532         {
2533                 bool assume_unchanged = (CS(this).netname_previous == "");
2534                 if (isInvisibleString(this.netname))
2535                 {
2536                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2537                         assume_unchanged = false;
2538                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2539                 }
2540                 if (!assume_unchanged && autocvar_sv_eventlog)
2541                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2542                 strcpy(CS(this).netname_previous, this.netname);
2543         }
2544
2545         // version nagging
2546         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2547         CS(this).version_nagtime = 0;
2548         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2549             // git client
2550         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2551             // git server
2552             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2553         } else {
2554             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2555             if (r < 0) { // old client
2556                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2557             } else if (r > 0) { // old server
2558                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2559             }
2560         }
2561     }
2562
2563         // GOD MODE info
2564         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2565         {
2566                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2567                 this.max_armorvalue = 0;
2568         }
2569
2570         if(IS_PLAYER(this))
2571         {
2572                 if (STAT(FROZEN, this) == 2)
2573                 {
2574                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2575                         this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2576                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2577
2578                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2579                                 Unfreeze(this);
2580                 }
2581                 else if (STAT(FROZEN, this) == 3)
2582                 {
2583                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2584                         this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2585
2586                         if (this.health < 1)
2587                         {
2588                                 if (this.vehicle)
2589                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2590                                 if(this.event_damage)
2591                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2592                         }
2593                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2594                                 Unfreeze(this);
2595                 }
2596         }
2597
2598         MUTATOR_CALLHOOK(PlayerPreThink, this);
2599
2600         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2601         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2602         {
2603                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2604                 {
2605                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2606                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2607                         {
2608                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2609                         }
2610                         else if(!it.owner)
2611                         {
2612                                 if(!it.team || SAME_TEAM(this, it))
2613                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2614                                 else if(autocvar_g_vehicles_steal)
2615                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2616                         }
2617                 });
2618
2619                 this.last_vehiclecheck = time + 1;
2620         }
2621
2622         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2623         {
2624                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2625                         PlayerUseKey(this);
2626                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2627         }
2628
2629         if (IS_REAL_CLIENT(this))
2630                 PrintWelcomeMessage(this);
2631
2632         if (IS_PLAYER(this)) {
2633                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2634                         error("Client can't be spawned as player on connection!");
2635                 if(!PlayerThink(this))
2636                         return;
2637         }
2638         else if (game_stopped || intermission_running) {
2639                 if(intermission_running)
2640                         IntermissionThink(this);
2641                 return;
2642         }
2643         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2644         {
2645                 CS(this).autojoin_checked = true;
2646                 // don't do this in ClientConnect
2647                 // many things can go wrong if a client is spawned as player on connection
2648                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2649                         || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2650                                 && (!teamplay || autocvar_g_balance_teams)))
2651                 {
2652                         campaign_bots_may_start = true;
2653                         Join(this);
2654                         return;
2655                 }
2656         }
2657         else if (IS_OBSERVER(this)) {
2658                 ObserverThink(this);
2659         }
2660         else if (IS_SPEC(this)) {
2661                 SpectatorThink(this);
2662         }
2663
2664         // WEAPONTODO: Add weapon request for this
2665         if (!zoomstate_set) {
2666                 bool wep_zoomed = false;
2667                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2668                 {
2669                         .entity weaponentity = weaponentities[slot];
2670                         Weapon thiswep = this.(weaponentity).m_weapon;
2671                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2672                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2673                 }
2674                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2675     }
2676
2677         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2678         {
2679                 CS(this).teamkill_soundtime = 0;
2680
2681                 entity e = CS(this).teamkill_soundsource;
2682                 entity oldpusher = e.pusher;
2683                 e.pusher = this;
2684                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2685                 e.pusher = oldpusher;
2686         }
2687
2688         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2689                 CS(this).taunt_soundtime = 0;
2690                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2691         }
2692
2693         target_voicescript_next(this);
2694
2695         // WEAPONTODO: Move into weaponsystem somehow
2696         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2697         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2698         {
2699                 .entity weaponentity = weaponentities[slot];
2700                 if(this.(weaponentity).m_weapon == WEP_Null)
2701                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2702         }
2703 }
2704
2705 void DrownPlayer(entity this)
2706 {
2707         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2708                 return;
2709
2710         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2711         {
2712                 if(this.air_finished < time)
2713                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2714                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2715         }
2716         else if (this.air_finished < time)
2717         {       // drown!
2718                 if (this.pain_finished < time)
2719                 {
2720                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2721                         this.pain_finished = time + 0.5;
2722                 }
2723         }
2724 }
2725
2726 .bool move_qcphysics;
2727
2728 void Player_Physics(entity this)
2729 {
2730         set_movetype(this, this.move_movetype);
2731
2732         if(!this.move_qcphysics)
2733                 return;
2734
2735         if(!frametime && !CS(this).pm_frametime)
2736                 return;
2737
2738         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2739
2740         CS(this).pm_frametime = 0;
2741 }
2742
2743 /*
2744 =============
2745 PlayerPostThink
2746
2747 Called every frame for each client after the physics are run
2748 =============
2749 */
2750 void PlayerPostThink (entity this)
2751 {
2752         Player_Physics(this);
2753
2754         if (sv_maxidle > 0)
2755         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2756         if (IS_REAL_CLIENT(this))
2757         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2758         {
2759                 int totalClients = 0;
2760                 if(sv_maxidle_slots > 0)
2761                 {
2762                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2763                         {
2764                                 ++totalClients;
2765                         });
2766                 }
2767
2768                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2769                 { /* do nothing */ }
2770                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2771                 {
2772                         if (CS(this).idlekick_lasttimeleft)
2773                         {
2774                                 CS(this).idlekick_lasttimeleft = 0;
2775                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2776                         }
2777                 }
2778                 else
2779                 {
2780                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2781                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2782                                 if (!CS(this).idlekick_lasttimeleft)
2783                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2784                         }
2785                         if (timeleft <= 0) {
2786                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2787                                 dropclient(this);
2788                                 return;
2789                         }
2790                         else if (timeleft <= 10) {
2791                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2792                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2793                 }
2794                                 CS(this).idlekick_lasttimeleft = timeleft;
2795                         }
2796                 }
2797         }
2798
2799         CheatFrame(this);
2800
2801         if (game_stopped)
2802         {
2803                 this.solid = SOLID_NOT;
2804                 this.takedamage = DAMAGE_NO;
2805                 set_movetype(this, MOVETYPE_NONE);
2806         }
2807
2808         if (IS_PLAYER(this)) {
2809                 if(this.death_time == time && IS_DEAD(this))
2810                 {
2811                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2812                         // once all the damage events of this frame have been processed with normal size
2813                         this.maxs.z = 5;
2814                         setsize(this, this.mins, this.maxs);
2815                 }
2816                 DrownPlayer(this);
2817                 UpdateChatBubble(this);
2818                 if (CS(this).impulse) ImpulseCommands(this);
2819                 if (game_stopped)
2820                 {
2821                         CSQCMODEL_AUTOUPDATE(this);
2822                         return;
2823                 }
2824                 GetPressedKeys(this);
2825         }
2826
2827         if (this.waypointsprite_attachedforcarrier) {
2828             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2829                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2830     }
2831
2832         playerdemo_write(this);
2833
2834         CSQCMODEL_AUTOUPDATE(this);
2835 }
2836
2837 // hack to copy the button fields from the client entity to the Client State
2838 void PM_UpdateButtons(entity this, entity store)
2839 {
2840         if(this.impulse)
2841                 store.impulse = this.impulse;
2842         this.impulse = 0;
2843
2844         bool typing = this.buttonchat;
2845
2846         store.button0 = (typing) ? 0 : this.button0;
2847         //button1?!
2848         store.button2 = (typing) ? 0 : this.button2;
2849         store.button3 = (typing) ? 0 : this.button3;
2850         store.button4 = this.button4;
2851         store.button5 = (typing) ? 0 : this.button5;
2852         store.button6 = this.button6;
2853         store.button7 = this.button7;
2854         store.button8 = this.button8;
2855         store.button9 = this.button9;
2856         store.button10 = this.button10;
2857         store.button11 = this.button11;
2858         store.button12 = this.button12;
2859         store.button13 = this.button13;
2860         store.button14 = this.button14;
2861         store.button15 = this.button15;
2862         store.button16 = this.button16;
2863         store.buttonuse = this.buttonuse;
2864         store.buttonchat = this.buttonchat;
2865
2866         store.cursor_active = this.cursor_active;
2867         store.cursor_screen = this.cursor_screen;
2868         store.cursor_trace_start = this.cursor_trace_start;
2869         store.cursor_trace_endpos = this.cursor_trace_endpos;
2870         store.cursor_trace_ent = this.cursor_trace_ent;
2871
2872         store.ping = this.ping;
2873         store.ping_packetloss = this.ping_packetloss;
2874         store.ping_movementloss = this.ping_movementloss;
2875
2876         store.v_angle = this.v_angle;
2877         store.movement = (typing) ? '0 0 0' : this.movement;
2878 }
2879
2880 NET_HANDLE(fpsreport, bool)
2881 {
2882         int fps = ReadShort();
2883         PlayerScore_Set(sender, SP_FPS, fps);
2884         return true;
2885 }