]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
Merge branch 'master' into terencehill/lms_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/state.qh>
34 #include <common/stats.qh>
35 #include <common/vehicles/all.qh>
36 #include <common/vehicles/sv_vehicles.qh>
37 #include <common/viewloc.qh>
38 #include <common/weapons/_all.qh>
39 #include <common/weapons/weapon/vortex.qh>
40 #include <common/wepent.qh>
41 #include <lib/csqcmodel/sv_model.qh>
42 #include <lib/warpzone/common.qh>
43 #include <lib/warpzone/server.qh>
44 #include <server/anticheat.qh>
45 #include <server/antilag.qh>
46 #include <server/bot/api.qh>
47 #include <server/bot/default/cvars.qh>
48 #include <server/campaign.qh>
49 #include <server/chat.qh>
50 #include <server/cheats.qh>
51 #include <server/clientkill.qh>
52 #include <server/command/common.qh>
53 #include <server/command/common.qh>
54 #include <server/command/vote.qh>
55 #include <server/compat/quake3.qh>
56 #include <server/damage.qh>
57 #include <server/gamelog.qh>
58 #include <server/handicap.qh>
59 #include <server/hook.qh>
60 #include <server/impulse.qh>
61 #include <server/intermission.qh>
62 #include <server/ipban.qh>
63 #include <server/main.qh>
64 #include <server/mutators/_mod.qh>
65 #include <server/player.qh>
66 #include <server/portals.qh>
67 #include <server/race.qh>
68 #include <server/resources.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
80
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
82 {
83     ClientConnect(this);
84     TRANSMUTE(Player, this);
85     this.frame = 12; // 7
86     this.team = _team;
87     PutClientInServer(this);
88 }
89
90 STATIC_METHOD(Client, Remove, void(Client this))
91 {
92     TRANSMUTE(Observer, this);
93     PutClientInServer(this);
94     ClientDisconnect(this);
95 }
96
97 void send_CSQC_teamnagger() {
98         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
99 }
100
101 int CountSpectators(entity player, entity to)
102 {
103         if(!player) { return 0; } // not sure how, but best to be safe
104
105         int spec_count = 0;
106
107         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
108         {
109                 spec_count++;
110         });
111
112         return spec_count;
113 }
114
115 void WriteSpectators(entity player, entity to)
116 {
117         if(!player) { return; } // not sure how, but best to be safe
118
119         int spec_count = 0;
120         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
121         {
122                 if(spec_count >= MAX_SPECTATORS)
123                         break;
124                 WriteByte(MSG_ENTITY, num_for_edict(it));
125                 ++spec_count;
126         });
127 }
128
129 bool ClientData_Send(entity this, entity to, int sf)
130 {
131         assert(to == this.owner, return false);
132
133         entity e = to;
134         if (IS_SPEC(e)) e = e.enemy;
135
136         sf = 0;
137         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
138         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
139         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
140         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
141
142         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
143         WriteByte(MSG_ENTITY, sf);
144
145         if (sf & BIT(1))
146                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
147
148         if(sf & BIT(4))
149         {
150                 float specs = CountSpectators(e, to);
151                 WriteByte(MSG_ENTITY, specs);
152                 WriteSpectators(e, to);
153         }
154
155         return true;
156 }
157
158 void ClientData_Attach(entity this)
159 {
160         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
161         CS(this).clientdata.drawonlytoclient = this;
162         CS(this).clientdata.owner = this;
163 }
164
165 void ClientData_Detach(entity this)
166 {
167         delete(CS(this).clientdata);
168         CS(this).clientdata = NULL;
169 }
170
171 void ClientData_Touch(entity e)
172 {
173         entity cd = CS(e).clientdata;
174         if (cd) { cd.SendFlags = 1; }
175
176         // make it spectatable
177         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
178         {
179                 entity cd = CS(it).clientdata;
180                 if (cd) { cd.SendFlags = 1; }
181         });
182 }
183
184
185 /*
186 =============
187 CheckPlayerModel
188
189 Checks if the argument string can be a valid playermodel.
190 Returns a valid one in doubt.
191 =============
192 */
193 string FallbackPlayerModel;
194 string CheckPlayerModel(string plyermodel) {
195         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
196         {
197                 // note: we cannot summon Don Strunzone here, some player may
198                 // still have the model string set. In case anyone manages how
199                 // to change a cvar default, we'll have a small leak here.
200                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
201         }
202         // only in right path
203         if(substring(plyermodel, 0, 14) != "models/player/")
204                 return FallbackPlayerModel;
205         // only good file extensions
206         if(substring(plyermodel, -4, 4) != ".iqm"
207                 && substring(plyermodel, -4, 4) != ".zym"
208                 && substring(plyermodel, -4, 4) != ".dpm"
209                 && substring(plyermodel, -4, 4) != ".md3"
210                 && substring(plyermodel, -4, 4) != ".psk")
211         {
212                 return FallbackPlayerModel;
213         }
214         // forbid the LOD models
215         if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
216                 return FallbackPlayerModel;
217         if(plyermodel != strtolower(plyermodel))
218                 return FallbackPlayerModel;
219         // also, restrict to server models
220         if(autocvar_sv_servermodelsonly)
221         {
222                 if(!fexists(plyermodel))
223                         return FallbackPlayerModel;
224         }
225         return plyermodel;
226 }
227
228 void setplayermodel(entity e, string modelname)
229 {
230         precache_model(modelname);
231         _setmodel(e, modelname);
232         player_setupanimsformodel(e);
233         if(!autocvar_g_debug_globalsounds)
234                 UpdatePlayerSounds(e);
235 }
236
237 /** putting a client as observer in the server */
238 void PutObserverInServer(entity this)
239 {
240         bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
241         PlayerState_detach(this);
242
243         if (IS_PLAYER(this))
244         {
245                 if(GetResource(this, RES_HEALTH) >= 1)
246                 {
247                         // despawn effect
248                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
249                 }
250
251                 // was a player, recount votes and ready status
252                 if(IS_REAL_CLIENT(this))
253                 {
254                         if (vote_called) { VoteCount(false); }
255                         ReadyCount();
256                 }
257                 entcs_update_players(this);
258         }
259
260         entity spot = SelectSpawnPoint(this, true);
261         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
262         this.angles = vec2(spot.angles);
263         this.fixangle = true;
264         // offset it so that the spectator spawns higher off the ground, looks better this way
265         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
266         if (IS_REAL_CLIENT(this))
267         {
268                 msg_entity = this;
269                 WriteByte(MSG_ONE, SVC_SETVIEW);
270                 WriteEntity(MSG_ONE, this);
271         }
272         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
273         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
274         if(!autocvar_g_debug_globalsounds)
275         {
276                 // needed for player sounds
277                 this.model = "";
278                 FixPlayermodel(this);
279         }
280         setmodel(this, MDL_Null);
281         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
282         this.view_ofs = '0 0 0';
283
284         RemoveGrapplingHooks(this);
285         Portal_ClearAll(this);
286         Unfreeze(this, false);
287         SetSpectatee(this, NULL);
288
289         if (this.alivetime)
290         {
291                 if (!warmup_stage)
292                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
293                 this.alivetime = 0;
294         }
295
296         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
297
298         WaypointSprite_PlayerDead(this);
299
300         if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
301                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
302
303         accuracy_resend(this);
304
305         CS(this).spectatortime = time;
306         if(this.bot_attack)
307                 IL_REMOVE(g_bot_targets, this);
308         this.bot_attack = false;
309         if(this.monster_attack)
310                 IL_REMOVE(g_monster_targets, this);
311         this.monster_attack = false;
312         STAT(HUD, this) = HUD_NORMAL;
313         TRANSMUTE(Observer, this);
314         this.iscreature = false;
315         this.teleportable = TELEPORT_SIMPLE;
316         if(this.damagedbycontents)
317                 IL_REMOVE(g_damagedbycontents, this);
318         this.damagedbycontents = false;
319         SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
320         SetSpectatee_status(this, etof(this));
321         this.takedamage = DAMAGE_NO;
322         this.solid = SOLID_NOT;
323         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
324         this.flags = FL_CLIENT | FL_NOTARGET;
325         this.effects = 0;
326         SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
327         this.pauserotarmor_finished = 0;
328         this.pauserothealth_finished = 0;
329         this.pauseregen_finished = 0;
330         this.damageforcescale = 0;
331         this.death_time = 0;
332         this.respawn_flags = 0;
333         this.respawn_time = 0;
334         STAT(RESPAWN_TIME, this) = 0;
335         this.alpha = 0;
336         this.scale = 0;
337         this.fade_time = 0;
338         this.pain_finished = 0;
339         STAT(AIR_FINISHED, this) = 0;
340         //this.dphitcontentsmask = 0;
341         this.dphitcontentsmask = DPCONTENTS_SOLID;
342         if (autocvar_g_playerclip_collisions)
343                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
344         this.pushltime = 0;
345         this.istypefrag = 0;
346         setthink(this, func_null);
347         this.nextthink = 0;
348         this.deadflag = DEAD_NO;
349         UNSET_DUCKED(this);
350         STAT(REVIVE_PROGRESS, this) = 0;
351         this.revival_time = 0;
352         this.draggable = drag_undraggable;
353
354         this.items = 0;
355         STAT(WEAPONS, this) = '0 0 0';
356         this.drawonlytoclient = this;
357
358         this.viewloc = NULL;
359
360         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
361
362         this.weaponmodel = "";
363         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
364         {
365                 this.weaponentities[slot] = NULL;
366         }
367         this.exteriorweaponentity = NULL;
368         CS(this).killcount = FRAGS_SPECTATOR;
369         this.velocity = '0 0 0';
370         this.avelocity = '0 0 0';
371         this.punchangle = '0 0 0';
372         this.punchvector = '0 0 0';
373         this.oldvelocity = this.velocity;
374         this.event_damage = func_null;
375         this.event_heal = func_null;
376
377         for(int slot = 0; slot < MAX_AXH; ++slot)
378         {
379                 entity axh = this.(AuxiliaryXhair[slot]);
380                 this.(AuxiliaryXhair[slot]) = NULL;
381
382                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
383                         delete(axh);
384         }
385
386         if (mutator_returnvalue)
387         {
388                 // mutator prevents resetting teams+score
389         }
390         else
391         {
392                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
393                 this.frags = FRAGS_SPECTATOR;
394         }
395
396         bot_relinkplayerlist();
397
398         if (CS(this).just_joined)
399                 CS(this).just_joined = false;
400 }
401
402 int player_getspecies(entity this)
403 {
404         get_model_parameters(this.model, this.skin);
405         int s = get_model_parameters_species;
406         get_model_parameters(string_null, 0);
407         if (s < 0) return SPECIES_HUMAN;
408         return s;
409 }
410
411 .float model_randomizer;
412 void FixPlayermodel(entity player)
413 {
414         string defaultmodel = "";
415         int defaultskin = 0;
416         if(autocvar_sv_defaultcharacter)
417         {
418                 if(teamplay)
419                 {
420                         switch(player.team)
421                         {
422                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
423                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
424                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
425                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
426                         }
427                 }
428
429                 if(defaultmodel == "")
430                 {
431                         defaultmodel = autocvar_sv_defaultplayermodel;
432                         defaultskin = autocvar_sv_defaultplayerskin;
433                 }
434
435                 int n = tokenize_console(defaultmodel);
436                 if(n > 0)
437                 {
438                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
439                         // However, do NOT randomize if the player-selected model is in the list.
440                         for (int i = 0; i < n; ++i)
441                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
442                                         defaultmodel = argv(i);
443                 }
444
445                 int i = strstrofs(defaultmodel, ":", 0);
446                 if(i >= 0)
447                 {
448                         defaultskin = stof(substring(defaultmodel, i+1, -1));
449                         defaultmodel = substring(defaultmodel, 0, i);
450                 }
451         }
452         if(autocvar_sv_defaultcharacterskin && !defaultskin)
453         {
454                 if(teamplay)
455                 {
456                         switch(player.team)
457                         {
458                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
459                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
460                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
461                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
462                         }
463                 }
464
465                 if(!defaultskin)
466                         defaultskin = autocvar_sv_defaultplayerskin;
467         }
468
469         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
470         defaultmodel = M_ARGV(0, string);
471         defaultskin = M_ARGV(1, int);
472
473         bool chmdl = false;
474         int oldskin;
475         if(defaultmodel != "")
476         {
477                 if (defaultmodel != player.model)
478                 {
479                         vector m1 = player.mins;
480                         vector m2 = player.maxs;
481                         setplayermodel (player, defaultmodel);
482                         setsize (player, m1, m2);
483                         chmdl = true;
484                 }
485
486                 oldskin = player.skin;
487                 player.skin = defaultskin;
488         } else {
489                 if (player.playermodel != player.model || player.playermodel == "")
490                 {
491                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
492                         vector m1 = player.mins;
493                         vector m2 = player.maxs;
494                         setplayermodel (player, player.playermodel);
495                         setsize (player, m1, m2);
496                         chmdl = true;
497                 }
498
499                 if(!autocvar_sv_defaultcharacterskin)
500                 {
501                         oldskin = player.skin;
502                         player.skin = stof(player.playerskin);
503                 }
504                 else
505                 {
506                         oldskin = player.skin;
507                         player.skin = defaultskin;
508                 }
509         }
510
511         if(chmdl || oldskin != player.skin) // model or skin has changed
512         {
513                 player.species = player_getspecies(player); // update species
514                 if(!autocvar_g_debug_globalsounds)
515                         UpdatePlayerSounds(player); // update skin sounds
516         }
517
518         if(!teamplay)
519                 if(strlen(autocvar_sv_defaultplayercolors))
520                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
521                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
522 }
523
524 void PutPlayerInServer(entity this)
525 {
526         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
527
528         PlayerState_attach(this);
529         accuracy_resend(this);
530
531         if (this.team < 0)
532                 TeamBalance_JoinBestTeam(this);
533
534         entity spot = SelectSpawnPoint(this, false);
535         if (!spot) {
536                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
537                 return; // spawn failed
538         }
539
540         TRANSMUTE(Player, this);
541
542         CS(this).wasplayer = true;
543         this.iscreature = true;
544         this.teleportable = TELEPORT_NORMAL;
545         if(!this.damagedbycontents)
546                 IL_PUSH(g_damagedbycontents, this);
547         this.damagedbycontents = true;
548         set_movetype(this, MOVETYPE_WALK);
549         this.solid = SOLID_SLIDEBOX;
550         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
551         if (autocvar_g_playerclip_collisions)
552                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
553         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
554                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
555         this.frags = FRAGS_PLAYER;
556         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
557         this.flags = FL_CLIENT | FL_PICKUPITEMS;
558         if (autocvar__notarget)
559                 this.flags |= FL_NOTARGET;
560         this.takedamage = DAMAGE_AIM;
561         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
562
563         if (warmup_stage) {
564                 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
565                 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
566                 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
567                 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
568                 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
569                 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
570                 SetResource(this, RES_HEALTH, warmup_start_health);
571                 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
572                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
573         } else {
574                 SetResource(this, RES_SHELLS, start_ammo_shells);
575                 SetResource(this, RES_BULLETS, start_ammo_nails);
576                 SetResource(this, RES_ROCKETS, start_ammo_rockets);
577                 SetResource(this, RES_CELLS, start_ammo_cells);
578                 SetResource(this, RES_PLASMA, start_ammo_plasma);
579                 SetResource(this, RES_FUEL, start_ammo_fuel);
580                 SetResource(this, RES_HEALTH, start_health);
581                 SetResource(this, RES_ARMOR, start_armorvalue);
582                 STAT(WEAPONS, this) = start_weapons;
583                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
584                 {
585                         GiveRandomWeapons(this, random_start_weapons_count,
586                                 autocvar_g_random_start_weapons, random_start_ammo);
587                 }
588         }
589         SetSpectatee_status(this, 0);
590
591         PS(this).dual_weapons = '0 0 0';
592
593         this.items = start_items;
594
595         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
596         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
597         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
598         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
599         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
600         if (!sv_ready_restart_after_countdown && time < game_starttime)
601         {
602                 float f = game_starttime - time;
603                 this.spawnshieldtime += f;
604                 this.pauserotarmor_finished += f;
605                 this.pauserothealth_finished += f;
606                 this.pauseregen_finished += f;
607         }
608
609         this.damageforcescale = autocvar_g_player_damageforcescale;
610         this.death_time = 0;
611         this.respawn_flags = 0;
612         this.respawn_time = 0;
613         STAT(RESPAWN_TIME, this) = 0;
614         bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
615         this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
616         this.fade_time = 0;
617         this.pain_finished = 0;
618         this.pushltime = 0;
619         setthink(this, func_null); // players have no think function
620         this.nextthink = 0;
621         this.dmg_team = 0;
622         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
623
624         this.deadflag = DEAD_NO;
625
626         this.angles = spot.angles;
627         this.angles_z = 0; // never spawn tilted even if the spot says to
628         if (IS_BOT_CLIENT(this))
629         {
630                 this.v_angle = this.angles;
631                 bot_aim_reset(this);
632         }
633         this.fixangle = true; // turn this way immediately
634         this.oldvelocity = this.velocity = '0 0 0';
635         this.avelocity = '0 0 0';
636         this.punchangle = '0 0 0';
637         this.punchvector = '0 0 0';
638
639         STAT(REVIVE_PROGRESS, this) = 0;
640         this.revival_time = 0;
641
642         STAT(AIR_FINISHED, this) = 0;
643         this.waterlevel = WATERLEVEL_NONE;
644         this.watertype = CONTENT_EMPTY;
645
646         entity spawnevent = new_pure(spawnevent);
647         spawnevent.owner = this;
648         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
649
650         // Cut off any still running player sounds.
651         stopsound(this, CH_PLAYER_SINGLE);
652
653         this.model = "";
654         FixPlayermodel(this);
655         this.drawonlytoclient = NULL;
656
657         this.viewloc = NULL;
658
659         for(int slot = 0; slot < MAX_AXH; ++slot)
660         {
661                 entity axh = this.(AuxiliaryXhair[slot]);
662                 this.(AuxiliaryXhair[slot]) = NULL;
663
664                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
665                         delete(axh);
666         }
667
668         this.spawnpoint_targ = NULL;
669
670         UNSET_DUCKED(this);
671         this.view_ofs = STAT(PL_VIEW_OFS, this);
672         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
673         this.spawnorigin = spot.origin;
674         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
675         // don't reset back to last position, even if new position is stuck in solid
676         this.oldorigin = this.origin;
677         if(this.conveyor)
678                 IL_REMOVE(g_conveyed, this);
679         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
680         if(this.swampslug)
681                 IL_REMOVE(g_swamped, this);
682         this.swampslug = NULL;
683         this.swamp_interval = 0;
684         if(this.ladder_entity)
685                 IL_REMOVE(g_ladderents, this);
686         this.ladder_entity = NULL;
687         IL_EACH(g_counters, it.realowner == this,
688         {
689                 delete(it);
690         });
691         STAT(HUD, this) = HUD_NORMAL;
692
693         this.event_damage = PlayerDamage;
694         this.event_heal = PlayerHeal;
695
696         this.draggable = func_null;
697
698         if(!this.bot_attack)
699                 IL_PUSH(g_bot_targets, this);
700         this.bot_attack = true;
701         if(!this.monster_attack)
702                 IL_PUSH(g_monster_targets, this);
703         this.monster_attack = true;
704         navigation_dynamicgoal_init(this, false);
705
706         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
707
708         // player was spectator
709         if (CS(this).killcount == FRAGS_SPECTATOR) {
710                 PlayerScore_Clear(this);
711                 CS(this).killcount = 0;
712                 CS(this).startplaytime = time;
713         }
714
715         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
716         {
717                 .entity weaponentity = weaponentities[slot];
718                 CL_SpawnWeaponentity(this, weaponentity);
719         }
720         this.alpha = default_player_alpha;
721         this.colormod = '1 1 1' * autocvar_g_player_brightness;
722         this.exteriorweaponentity.alpha = default_weapon_alpha;
723
724         this.speedrunning = false;
725
726         this.counter_cnt = 0;
727         this.fragsfilter_cnt = 0;
728
729         target_voicescript_clear(this);
730
731         // reset fields the weapons may use
732         FOREACH(Weapons, true, {
733                 it.wr_resetplayer(it, this);
734                         // reload all reloadable weapons
735                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
736                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
737                         {
738                                 .entity weaponentity = weaponentities[slot];
739                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
740                         }
741                 }
742         });
743
744         Unfreeze(this, false);
745
746         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
747
748         {
749                 string s = spot.target;
750                 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
751                         spot.target = string_null;
752                 SUB_UseTargets(spot, this, NULL);
753                 if(g_assault || g_race)
754                         spot.target = s;
755         }
756
757         if (autocvar_spawn_debug)
758         {
759                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
760                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
761         }
762
763         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
764         {
765                 .entity weaponentity = weaponentities[slot];
766                 entity w_ent = this.(weaponentity);
767                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
768                         w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
769                 else
770                         w_ent.m_switchweapon = WEP_Null;
771                 w_ent.m_weapon = WEP_Null;
772                 w_ent.weaponname = "";
773                 w_ent.m_switchingweapon = WEP_Null;
774                 w_ent.cnt = -1;
775         }
776
777         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
778
779         if (CS(this).impulse) ImpulseCommands(this);
780
781         W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
782         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
783         {
784                 .entity weaponentity = weaponentities[slot];
785                 W_WeaponFrame(this, weaponentity);
786         }
787
788         if (!warmup_stage && !this.alivetime)
789                 this.alivetime = time;
790
791         antilag_clear(this, CS(this));
792 }
793
794 /** Called when a client spawns in the server */
795 void PutClientInServer(entity this)
796 {
797         if (IS_BOT_CLIENT(this)) {
798                 TRANSMUTE(Player, this);
799         } else if (IS_REAL_CLIENT(this)) {
800                 msg_entity = this;
801                 WriteByte(MSG_ONE, SVC_SETVIEW);
802                 WriteEntity(MSG_ONE, this);
803         }
804         if (game_stopped)
805                 TRANSMUTE(Observer, this);
806
807         SetSpectatee(this, NULL);
808
809         // reset player keys
810         if(PS(this))
811                 PS(this).itemkeys = 0;
812
813         MUTATOR_CALLHOOK(PutClientInServer, this);
814
815         if (IS_OBSERVER(this)) {
816                 PutObserverInServer(this);
817         } else if (IS_PLAYER(this)) {
818                 PutPlayerInServer(this);
819         }
820
821         bot_relinkplayerlist();
822 }
823
824 // TODO do we need all these fields, or should we stop autodetecting runtime
825 // changes and just have a console command to update this?
826 bool ClientInit_SendEntity(entity this, entity to, int sf)
827 {
828         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
829         return = true;
830         msg_entity = to;
831         // MSG_INIT replacement
832         // TODO: make easier to use
833         Registry_send_all();
834         W_PROP_reload(MSG_ONE, to);
835         ClientInit_misc(this);
836         MUTATOR_CALLHOOK(Ent_Init);
837 }
838 void ClientInit_misc(entity this)
839 {
840         int channel = MSG_ONE;
841         WriteHeader(channel, ENT_CLIENT_INIT);
842         WriteByte(channel, g_nexball_meter_period * 32);
843         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
844         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
845         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
846         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
847         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
848         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
849         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
850         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
851
852         if(autocvar_sv_foginterval && world.fog != "")
853                 WriteString(channel, world.fog);
854         else
855                 WriteString(channel, "");
856         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
857         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
858         WriteByte(channel, serverflags);
859         WriteCoord(channel, autocvar_g_trueaim_minrange);
860 }
861
862 void ClientInit_CheckUpdate(entity this)
863 {
864         this.nextthink = time;
865         if(this.count != autocvar_g_balance_armor_blockpercent)
866         {
867                 this.count = autocvar_g_balance_armor_blockpercent;
868                 this.SendFlags |= 1;
869         }
870         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
871         {
872                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
873                 this.SendFlags |= 1;
874         }
875 }
876
877 void ClientInit_Spawn()
878 {
879         entity e = new_pure(clientinit);
880         setthink(e, ClientInit_CheckUpdate);
881         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
882
883         ClientInit_CheckUpdate(e);
884 }
885
886 /*
887 =============
888 SetNewParms
889 =============
890 */
891 void SetNewParms ()
892 {
893         // initialize parms for a new player
894         parm1 = -(86400 * 366);
895
896         MUTATOR_CALLHOOK(SetNewParms);
897 }
898
899 /*
900 =============
901 SetChangeParms
902 =============
903 */
904 void SetChangeParms (entity this)
905 {
906         // save parms for level change
907         parm1 = CS(this).parm_idlesince - time;
908
909         MUTATOR_CALLHOOK(SetChangeParms);
910 }
911
912 /*
913 =============
914 DecodeLevelParms
915 =============
916 */
917 void DecodeLevelParms(entity this)
918 {
919         // load parms
920         CS(this).parm_idlesince = parm1;
921         if (CS(this).parm_idlesince == -(86400 * 366))
922                 CS(this).parm_idlesince = time;
923
924         // whatever happens, allow 60 seconds of idling directly after connect for map loading
925         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
926
927         MUTATOR_CALLHOOK(DecodeLevelParms);
928 }
929
930 void FixClientCvars(entity e)
931 {
932         // send prediction settings to the client
933         stuffcmd(e, "\nin_bindmap 0 0\n");
934         if(autocvar_g_antilag == 3) // client side hitscan
935                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
936         if(autocvar_sv_gentle)
937                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
938
939         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
940         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
941
942         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
943
944         MUTATOR_CALLHOOK(FixClientCvars, e);
945 }
946
947 bool findinlist_abbrev(string tofind, string list)
948 {
949         if(list == "" || tofind == "")
950                 return false; // empty list or search, just return
951
952         // this function allows abbreviated strings!
953         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
954         {
955                 return true;
956         });
957
958         return false;
959 }
960
961 bool PlayerInIPList(entity p, string iplist)
962 {
963         // some safety checks (never allow local?)
964         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
965                 return false;
966
967         return findinlist_abbrev(p.netaddress, iplist);
968 }
969
970 bool PlayerInIDList(entity p, string idlist)
971 {
972         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
973         if(!p.crypto_idfp)
974                 return false;
975
976         return findinlist_abbrev(p.crypto_idfp, idlist);
977 }
978
979 bool PlayerInList(entity player, string list)
980 {
981         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
982 }
983
984 #ifdef DP_EXT_PRECONNECT
985 /*
986 =============
987 ClientPreConnect
988
989 Called once (not at each match start) when a client begins a connection to the server
990 =============
991 */
992 void ClientPreConnect(entity this)
993 {
994         if(autocvar_sv_eventlog)
995         {
996                 GameLogEcho(sprintf(":connect:%d:%d:%s",
997                         this.playerid,
998                         etof(this),
999                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1000                 ));
1001         }
1002 }
1003 #endif
1004
1005 string GetClientVersionMessage(entity this)
1006 {
1007         if (CS(this).version_mismatch) {
1008                 if(CS(this).version < autocvar_gameversion) {
1009                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1010                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1011                 } else {
1012                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1013                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1014                 }
1015         } else {
1016                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1017         }
1018 }
1019
1020 string getwelcomemessage(entity this)
1021 {
1022         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1023         string modifications = M_ARGV(0, string);
1024
1025         if(g_weaponarena)
1026         {
1027                 if(g_weaponarena_random)
1028                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1029                 else
1030                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1031         }
1032         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1033                 modifications = strcat(modifications, ", No start weapons");
1034         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1035                 modifications = strcat(modifications, ", Low gravity");
1036         if(g_weapon_stay && !g_cts)
1037                 modifications = strcat(modifications, ", Weapons stay");
1038         if(autocvar_g_jetpack)
1039                 modifications = strcat(modifications, ", Jet pack");
1040         if(autocvar_g_powerups == 0)
1041                 modifications = strcat(modifications, ", No powerups");
1042         if(autocvar_g_powerups > 0)
1043                 modifications = strcat(modifications, ", Powerups");
1044         modifications = substring(modifications, 2, strlen(modifications) - 2);
1045
1046         string versionmessage = GetClientVersionMessage(this);
1047         string s = strcat(versionmessage, "^8\n^8\nserver is ^9", autocvar_hostname, "^8\n");
1048
1049         s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1050
1051         if(modifications != "")
1052                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1053
1054         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1055         {
1056                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1057                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1058         }
1059
1060         if (cache_mutatormsg != "") {
1061                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1062         }
1063
1064         string mutator_msg = "";
1065         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1066         mutator_msg = M_ARGV(0, string);
1067
1068         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1069
1070         string motd = autocvar_sv_motd;
1071         if (motd != "") {
1072                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1073         }
1074         return s;
1075 }
1076
1077 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1078
1079 /**
1080 =============
1081 ClientConnect
1082
1083 Called when a client connects to the server
1084 =============
1085 */
1086 void ClientConnect(entity this)
1087 {
1088         if (Ban_MaybeEnforceBanOnce(this)) return;
1089         assert(!IS_CLIENT(this), return);
1090         this.flags |= FL_CLIENT;
1091         assert(player_count >= 0, player_count = 0);
1092
1093         TRANSMUTE(Client, this);
1094         CS(this).version_nagtime = time + 10 + random() * 10;
1095
1096         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1097
1098         bot_clientconnect(this);
1099
1100         Player_DetermineForcedTeam(this);
1101
1102         TRANSMUTE(Observer, this);
1103
1104         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1105
1106         // always track bots, don't ask for cl_allow_uidtracking
1107         if (IS_BOT_CLIENT(this))
1108                 PlayerStats_GameReport_AddPlayer(this);
1109         else
1110                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1111
1112         if (autocvar_sv_eventlog)
1113                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1114
1115         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1116
1117         stuffcmd(this, clientstuff, "\n");
1118         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1119
1120         FixClientCvars(this);
1121
1122         // get version info from player
1123         stuffcmd(this, "cmd clientversion $gameversion\n");
1124
1125         // notify about available teams
1126         if (teamplay)
1127         {
1128                 entity balance = TeamBalance_CheckAllowedTeams(this);
1129                 int t = TeamBalance_GetAllowedTeams(balance);
1130                 TeamBalance_Destroy(balance);
1131                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1132         }
1133         else
1134         {
1135                 stuffcmd(this, "set _teams_available 0\n");
1136         }
1137
1138         bot_relinkplayerlist();
1139
1140         CS(this).spectatortime = time;
1141         if (blockSpectators)
1142         {
1143                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1144         }
1145
1146         CS(this).jointime = time;
1147
1148         if (IS_REAL_CLIENT(this))
1149         {
1150                 if (g_weaponarena_weapons == WEPSET(TUBA))
1151                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1152         }
1153
1154         if (!autocvar_sv_foginterval && world.fog != "")
1155                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1156
1157         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1158                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1159                         send_CSQC_teamnagger();
1160
1161         CSQCMODEL_AUTOINIT(this);
1162
1163         CS(this).model_randomizer = random();
1164
1165         if (IS_REAL_CLIENT(this))
1166                 sv_notice_join(this);
1167
1168         this.move_qcphysics = autocvar_sv_qcphysics;
1169
1170         // update physics stats (players can spawn before physics runs)
1171         Physics_UpdateStats(this);
1172
1173         IL_EACH(g_initforplayer, it.init_for_player, {
1174                 it.init_for_player(it, this);
1175         });
1176
1177         Handicap_Initialize(this);
1178
1179         MUTATOR_CALLHOOK(ClientConnect, this);
1180
1181         if (IS_REAL_CLIENT(this))
1182         {
1183                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1184                 {
1185                         CS(this).motd_actived_time = -1;
1186                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1187                 }
1188         }
1189 }
1190 /*
1191 =============
1192 ClientDisconnect
1193
1194 Called when a client disconnects from the server
1195 =============
1196 */
1197 .entity chatbubbleentity;
1198 void player_powerups_remove_all(entity this);
1199
1200 void ClientDisconnect(entity this)
1201 {
1202         assert(IS_CLIENT(this), return);
1203
1204         PlayerStats_GameReport_FinalizePlayer(this);
1205         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1206         if (CS(this).active_minigame) part_minigame(this);
1207         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1208
1209         if (autocvar_sv_eventlog)
1210                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1211
1212         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1213
1214         if(IS_SPEC(this))
1215                 SetSpectatee(this, NULL);
1216
1217         MUTATOR_CALLHOOK(ClientDisconnect, this);
1218
1219         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1220         strfree(CS_CVAR(this).weaponorder_byimpulse);
1221         ClientState_detach(this);
1222
1223         Portal_ClearAll(this);
1224
1225         Unfreeze(this, false);
1226
1227         RemoveGrapplingHooks(this);
1228
1229         // Here, everything has been done that requires this player to be a client.
1230
1231         this.flags &= ~FL_CLIENT;
1232
1233         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1234         if (this.killindicator) delete(this.killindicator);
1235
1236         IL_EACH(g_counters, it.realowner == this,
1237         {
1238                 delete(it);
1239         });
1240
1241         WaypointSprite_PlayerGone(this);
1242
1243         bot_relinkplayerlist();
1244
1245         strfree(this.clientstatus);
1246         if (this.personal) delete(this.personal);
1247
1248         this.playerid = 0;
1249         ReadyCount();
1250         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1251
1252         player_powerups_remove_all(this); // stop powerup sound
1253
1254         ONREMOVE(this);
1255 }
1256
1257 void ChatBubbleThink(entity this)
1258 {
1259         this.nextthink = time;
1260         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1261         {
1262                 if(this.owner) // but why can that ever be NULL?
1263                         this.owner.chatbubbleentity = NULL;
1264                 delete(this);
1265                 return;
1266         }
1267
1268         this.mdl = "";
1269
1270         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1271         {
1272                 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1273                         this.mdl = "models/sprites/minigame_busy.iqm";
1274                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1275                         this.mdl = "models/misc/chatbubble.spr";
1276         }
1277
1278         if ( this.model != this.mdl )
1279                 _setmodel(this, this.mdl);
1280
1281 }
1282
1283 void UpdateChatBubble(entity this)
1284 {
1285         if (this.alpha < 0)
1286                 return;
1287         // spawn a chatbubble entity if needed
1288         if (!this.chatbubbleentity)
1289         {
1290                 this.chatbubbleentity = new(chatbubbleentity);
1291                 this.chatbubbleentity.owner = this;
1292                 this.chatbubbleentity.exteriormodeltoclient = this;
1293                 setthink(this.chatbubbleentity, ChatBubbleThink);
1294                 this.chatbubbleentity.nextthink = time;
1295                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1296                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1297                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1298                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1299                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1300                 //this.chatbubbleentity.model = "";
1301                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1302         }
1303 }
1304
1305 void calculate_player_respawn_time(entity this)
1306 {
1307         if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1308                 return;
1309
1310         float gametype_setting_tmp;
1311         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1312         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1313         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1314         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1315         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1316         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1317
1318         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
1319         if (teamplay)
1320         {
1321                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1322                         if(it.team == this.team)
1323                                 ++pcount;
1324                 });
1325                 if (sdelay_small_count == 0)
1326                         sdelay_small_count = 1;
1327                 if (sdelay_large_count == 0)
1328                         sdelay_large_count = 1;
1329         }
1330         else
1331         {
1332                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1333                         ++pcount;
1334                 });
1335                 if (sdelay_small_count == 0)
1336                 {
1337                         if (IS_INDEPENDENT_PLAYER(this))
1338                         {
1339                                 // Players play independently. No point in requiring enemies.
1340                                 sdelay_small_count = 1;
1341                         }
1342                         else
1343                         {
1344                                 // Players play AGAINST each other. Enemies required.
1345                                 sdelay_small_count = 2;
1346                         }
1347                 }
1348                 if (sdelay_large_count == 0)
1349                 {
1350                         if (IS_INDEPENDENT_PLAYER(this))
1351                         {
1352                                 // Players play independently. No point in requiring enemies.
1353                                 sdelay_large_count = 1;
1354                         }
1355                         else
1356                         {
1357                                 // Players play AGAINST each other. Enemies required.
1358                                 sdelay_large_count = 2;
1359                         }
1360                 }
1361         }
1362
1363         float sdelay;
1364
1365         if (pcount <= sdelay_small_count)
1366                 sdelay = sdelay_small;
1367         else if (pcount >= sdelay_large_count)
1368                 sdelay = sdelay_large;
1369         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1370                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1371
1372         if(waves)
1373                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1374         else
1375                 this.respawn_time = time + sdelay;
1376
1377         if(sdelay < sdelay_max)
1378                 this.respawn_time_max = time + sdelay_max;
1379         else
1380                 this.respawn_time_max = this.respawn_time;
1381
1382         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1383                 this.respawn_countdown = 10; // first number to count down from is 10
1384         else
1385                 this.respawn_countdown = -1; // do not count down
1386
1387         if(autocvar_g_forced_respawn)
1388                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1389 }
1390
1391 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1392 // added to the model skins
1393 /*void UpdateColorModHack()
1394 {
1395         float c;
1396         c = this.clientcolors & 15;
1397         // LordHavoc: only bothering to support white, green, red, yellow, blue
1398              if (!teamplay) this.colormod = '0 0 0';
1399         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1400         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1401         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1402         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1403         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1404         else this.colormod = '1 1 1';
1405 }*/
1406
1407 void respawn(entity this)
1408 {
1409         bool damagedbycontents_prev = this.damagedbycontents;
1410         if(this.alpha >= 0)
1411         {
1412                 if(autocvar_g_respawn_ghosts)
1413                 {
1414                         this.solid = SOLID_NOT;
1415                         this.takedamage = DAMAGE_NO;
1416                         this.damagedbycontents = false;
1417                         set_movetype(this, MOVETYPE_FLY);
1418                         this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1419                         this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1420                         this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1421                         this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1422                         Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1423                         if(autocvar_g_respawn_ghosts_time > 0)
1424                                 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1425                 }
1426                 else
1427                         SUB_SetFade (this, time, 1); // fade out the corpse immediately
1428         }
1429
1430         CopyBody(this, 1);
1431         this.damagedbycontents = damagedbycontents_prev;
1432
1433         this.effects |= EF_NODRAW; // prevent another CopyBody
1434         PutClientInServer(this);
1435 }
1436
1437 void play_countdown(entity this, float finished, Sound samp)
1438 {
1439         TC(Sound, samp);
1440         if(IS_REAL_CLIENT(this))
1441                 if(floor(finished - time - frametime) != floor(finished - time))
1442                         if(finished - time < 6)
1443                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1444 }
1445
1446 void player_powerups_remove_all(entity this)
1447 {
1448         if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1449         {
1450                 // don't play the poweroff sound when the game restarts or the player disconnects
1451                 if (time > game_starttime + 1 && IS_CLIENT(this))
1452                         sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1453                 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1454                 this.items &= ~ITEM_Strength.m_itemid;
1455                 this.items &= ~ITEM_Shield.m_itemid;
1456                 this.items -= (this.items & IT_SUPERWEAPON);
1457         }
1458 }
1459
1460 void player_powerups(entity this)
1461 {
1462         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1463                 this.modelflags |= MF_ROCKET;
1464         else
1465                 this.modelflags &= ~MF_ROCKET;
1466
1467         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST);
1468
1469         if (IS_DEAD(this))
1470                 player_powerups_remove_all(this);
1471
1472         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1473                 return;
1474
1475         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1476         int items_prev = this.items;
1477
1478         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1479         {
1480                 if (this.items & ITEM_Strength.m_itemid)
1481                 {
1482                         play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Strength, this), SND_POWEROFF);
1483                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1484                         if (time > StatusEffects_gettime(STATUSEFFECT_Strength, this))
1485                         {
1486                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1487                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1488                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1489                         }
1490                 }
1491                 else
1492                 {
1493                         if (time < StatusEffects_gettime(STATUSEFFECT_Strength, this))
1494                         {
1495                                 this.items = this.items | ITEM_Strength.m_itemid;
1496                                 if(!g_cts)
1497                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1498                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1499                         }
1500                 }
1501                 if (this.items & ITEM_Shield.m_itemid)
1502                 {
1503                         play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Shield, this), SND_POWEROFF);
1504                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1505                         if (time > StatusEffects_gettime(STATUSEFFECT_Shield, this))
1506                         {
1507                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1508                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1509                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1510                         }
1511                 }
1512                 else
1513                 {
1514                         if (time < StatusEffects_gettime(STATUSEFFECT_Shield, this))
1515                         {
1516                                 this.items = this.items | ITEM_Shield.m_itemid;
1517                                 if(!g_cts)
1518                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1519                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1520                         }
1521                 }
1522                 if (this.items & IT_SUPERWEAPON)
1523                 {
1524                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1525                         {
1526                                 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1527                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1528                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1529                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1530                         }
1531                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1532                         {
1533                                 // don't let them run out
1534                         }
1535                         else
1536                         {
1537                                 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1538                                 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1539                                 {
1540                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1541                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1542                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1543                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1544                                 }
1545                         }
1546                 }
1547                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1548                 {
1549                         if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1550                         {
1551                                 this.items = this.items | IT_SUPERWEAPON;
1552                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1553                                 {
1554                                         if(!g_cts)
1555                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1556                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1557                                 }
1558                         }
1559                         else
1560                         {
1561                                 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1562                                         StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1563                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1564                         }
1565                 }
1566                 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1567                 {
1568                         StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1569                 }
1570         }
1571
1572         if(autocvar_g_nodepthtestplayers)
1573                 this.effects = this.effects | EF_NODEPTHTEST;
1574
1575         if(autocvar_g_fullbrightplayers)
1576                 this.effects = this.effects | EF_FULLBRIGHT;
1577
1578         if (time >= game_starttime)
1579         if (time < this.spawnshieldtime)
1580                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1581
1582         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1583 }
1584
1585 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1586 {
1587         if(current > stable)
1588                 return current;
1589         else if(current > stable - 0.25) // when close enough, "snap"
1590                 return stable;
1591         else
1592                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1593 }
1594
1595 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1596 {
1597         if(current < stable)
1598                 return current;
1599         else if(current < stable + 0.25) // when close enough, "snap"
1600                 return stable;
1601         else
1602                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1603 }
1604
1605 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1606 {
1607         float old = GetResource(this, res);
1608         float current = old;
1609         if(current > rotstable)
1610         {
1611                 if(rotframetime > 0)
1612                 {
1613                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1614                         current = max(rotstable, current - rotlinear * rotframetime);
1615                 }
1616         }
1617         else if(current < regenstable)
1618         {
1619                 if(regenframetime > 0)
1620                 {
1621                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1622                         current = min(regenstable, current + regenlinear * regenframetime);
1623                 }
1624         }
1625
1626         float limit = GetResourceLimit(this, res) * limit_mod;
1627         if(current > limit)
1628                 current = limit;
1629
1630         if (current != old)
1631                 SetResource(this, res, current);
1632 }
1633
1634 void player_regen(entity this)
1635 {
1636         float max_mod, regen_mod, rot_mod, limit_mod;
1637         max_mod = regen_mod = rot_mod = limit_mod = 1;
1638
1639         float regen_health = autocvar_g_balance_health_regen;
1640         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1641         float regen_health_rot = autocvar_g_balance_health_rot;
1642         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1643         float regen_health_stable = autocvar_g_balance_health_regenstable;
1644         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1645         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1646                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1647         max_mod = M_ARGV(1, float);
1648         regen_mod = M_ARGV(2, float);
1649         rot_mod = M_ARGV(3, float);
1650         limit_mod = M_ARGV(4, float);
1651         regen_health = M_ARGV(5, float);
1652         regen_health_linear = M_ARGV(6, float);
1653         regen_health_rot = M_ARGV(7, float);
1654         regen_health_rotlinear = M_ARGV(8, float);
1655         regen_health_stable = M_ARGV(9, float);
1656         regen_health_rotstable = M_ARGV(10, float);
1657
1658         if(!mutator_returnvalue)
1659         if(!STAT(FROZEN, this))
1660         {
1661                 float maxa = autocvar_g_balance_armor_rotstable;
1662                 float mina = autocvar_g_balance_armor_regenstable;
1663
1664                 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1665                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1666                         rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1667
1668                 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1669                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1670                         rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1671         }
1672
1673         // if player rotted to death...  die!
1674         // check this outside above checks, as player may still be able to rot to death
1675         if(GetResource(this, RES_HEALTH) < 1)
1676         {
1677                 if(this.vehicle)
1678                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1679                 if(this.event_damage)
1680                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1681         }
1682
1683         if (!(this.items & IT_UNLIMITED_AMMO))
1684         {
1685                 float maxf = autocvar_g_balance_fuel_rotstable;
1686                 float minf = autocvar_g_balance_fuel_regenstable;
1687
1688                 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1689                         frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1690                         maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1691         }
1692 }
1693
1694 bool zoomstate_set;
1695 void SetZoomState(entity this, float newzoom)
1696 {
1697         if(newzoom != CS(this).zoomstate)
1698         {
1699                 CS(this).zoomstate = newzoom;
1700                 ClientData_Touch(this);
1701         }
1702         zoomstate_set = true;
1703 }
1704
1705 void GetPressedKeys(entity this)
1706 {
1707         MUTATOR_CALLHOOK(GetPressedKeys, this);
1708         if (game_stopped)
1709         {
1710                 CS(this).pressedkeys = 0;
1711                 STAT(PRESSED_KEYS, this) = 0;
1712                 return;
1713         }
1714
1715         // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1716         int keys = STAT(PRESSED_KEYS, this);
1717         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1718         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1719         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1720         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1721
1722         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1723         keys = BITSET(keys, KEY_CROUCH,         IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1724         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1725         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1726         CS(this).pressedkeys = keys; // store for other users
1727
1728         STAT(PRESSED_KEYS, this) = keys;
1729 }
1730
1731 /*
1732 ======================
1733 spectate mode routines
1734 ======================
1735 */
1736
1737 void SpectateCopy(entity this, entity spectatee)
1738 {
1739         TC(Client, this); TC(Client, spectatee);
1740
1741         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1742         PS(this) = PS(spectatee);
1743         this.armortype = spectatee.armortype;
1744         SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1745         SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1746         SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1747         SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1748         SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1749         SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1750         SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1751         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1752         SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1753         CS(this).impulse = 0;
1754         this.disableclientprediction = 1; // no need to run prediction on a spectator
1755         this.items = spectatee.items;
1756         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1757         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1758         STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1759         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1760         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1761         this.punchangle = spectatee.punchangle;
1762         this.view_ofs = spectatee.view_ofs;
1763         this.velocity = spectatee.velocity;
1764         this.dmg_take = spectatee.dmg_take;
1765         this.dmg_save = spectatee.dmg_save;
1766         this.dmg_inflictor = spectatee.dmg_inflictor;
1767         this.v_angle = spectatee.v_angle;
1768         this.angles = spectatee.v_angle;
1769         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1770         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1771         this.viewloc = spectatee.viewloc;
1772         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1773                 this.fixangle = true;
1774         setorigin(this, spectatee.origin);
1775         setsize(this, spectatee.mins, spectatee.maxs);
1776         SetZoomState(this, CS(spectatee).zoomstate);
1777
1778     anticheat_spectatecopy(this, spectatee);
1779         STAT(HUD, this) = STAT(HUD, spectatee);
1780         if(spectatee.vehicle)
1781     {
1782         this.angles = spectatee.v_angle;
1783
1784         //this.fixangle = false;
1785         //this.velocity = spectatee.vehicle.velocity;
1786         this.vehicle_health = spectatee.vehicle_health;
1787         this.vehicle_shield = spectatee.vehicle_shield;
1788         this.vehicle_energy = spectatee.vehicle_energy;
1789         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1790         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1791         this.vehicle_reload1 = spectatee.vehicle_reload1;
1792         this.vehicle_reload2 = spectatee.vehicle_reload2;
1793
1794         //msg_entity = this;
1795
1796        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1797             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1798            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1799            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1800
1801         //WriteByte (MSG_ONE, SVC_SETVIEW);
1802         //    WriteEntity(MSG_ONE, this);
1803         //makevectors(spectatee.v_angle);
1804         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1805     }
1806 }
1807
1808 bool SpectateUpdate(entity this)
1809 {
1810         if(!this.enemy)
1811                 return false;
1812
1813         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1814         {
1815                 SetSpectatee(this, NULL);
1816                 return false;
1817         }
1818
1819         SpectateCopy(this, this.enemy);
1820
1821         return true;
1822 }
1823
1824 bool SpectateSet(entity this)
1825 {
1826         if(!IS_PLAYER(this.enemy))
1827                 return false;
1828
1829         ClientData_Touch(this.enemy);
1830
1831         msg_entity = this;
1832         WriteByte(MSG_ONE, SVC_SETVIEW);
1833         WriteEntity(MSG_ONE, this.enemy);
1834         set_movetype(this, MOVETYPE_NONE);
1835         accuracy_resend(this);
1836
1837         if(!SpectateUpdate(this))
1838                 PutObserverInServer(this);
1839
1840         return true;
1841 }
1842
1843 void SetSpectatee_status(entity this, int spectatee_num)
1844 {
1845         int oldspectatee_status = CS(this).spectatee_status;
1846         CS(this).spectatee_status = spectatee_num;
1847
1848         if (CS(this).spectatee_status != oldspectatee_status)
1849         {
1850                 if (STAT(PRESSED_KEYS, this))
1851                 {
1852                         CS(this).pressedkeys = 0;
1853                         STAT(PRESSED_KEYS, this) = 0;
1854                 }
1855                 ClientData_Touch(this);
1856                 if (g_race || g_cts) race_InitSpectator();
1857         }
1858 }
1859
1860 void SetSpectatee(entity this, entity spectatee)
1861 {
1862         if(IS_BOT_CLIENT(this))
1863                 return; // bots abuse .enemy, this code is useless to them
1864
1865         entity old_spectatee = this.enemy;
1866
1867         this.enemy = spectatee;
1868
1869         // WEAPONTODO
1870         // these are required to fix the spectator bug with arc
1871         if(old_spectatee)
1872         {
1873                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1874                 {
1875                         .entity weaponentity = weaponentities[slot];
1876                         if(old_spectatee.(weaponentity).arc_beam)
1877                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1878                 }
1879         }
1880         if(this.enemy)
1881         {
1882                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1883                 {
1884                         .entity weaponentity = weaponentities[slot];
1885                         if(this.enemy.(weaponentity).arc_beam)
1886                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1887                 }
1888         }
1889
1890         if (this.enemy)
1891                 SetSpectatee_status(this, etof(this.enemy));
1892
1893         // needed to update spectator list
1894         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1895 }
1896
1897 bool Spectate(entity this, entity pl)
1898 {
1899         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1900                 return false;
1901         pl = M_ARGV(1, entity);
1902
1903         SetSpectatee(this, pl);
1904         return SpectateSet(this);
1905 }
1906
1907 bool SpectateNext(entity this)
1908 {
1909         entity ent = find(this.enemy, classname, STR_PLAYER);
1910
1911         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1912                 ent = M_ARGV(1, entity);
1913         else if (!ent)
1914                 ent = find(ent, classname, STR_PLAYER);
1915
1916         if(ent) { SetSpectatee(this, ent); }
1917
1918         return SpectateSet(this);
1919 }
1920
1921 bool SpectatePrev(entity this)
1922 {
1923         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1924         entity ent = findchain(classname, STR_PLAYER);
1925         if (!ent) // no player
1926                 return false;
1927
1928         entity first = ent;
1929         // skip players until current spectated player
1930         if(this.enemy)
1931         while(ent && ent != this.enemy)
1932                 ent = ent.chain;
1933
1934         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1935         {
1936                 case MUT_SPECPREV_FOUND:
1937                         ent = M_ARGV(1, entity);
1938                         break;
1939                 case MUT_SPECPREV_RETURN:
1940                         return true;
1941                 case MUT_SPECPREV_CONTINUE:
1942                 default:
1943                 {
1944                         if(ent.chain)
1945                                 ent = ent.chain;
1946                         else
1947                                 ent = first;
1948                         break;
1949                 }
1950         }
1951
1952         SetSpectatee(this, ent);
1953         return SpectateSet(this);
1954 }
1955
1956 /*
1957 =============
1958 ShowRespawnCountdown()
1959
1960 Update a respawn countdown display.
1961 =============
1962 */
1963 void ShowRespawnCountdown(entity this)
1964 {
1965         float number;
1966         if(!IS_DEAD(this)) // just respawned?
1967                 return;
1968         else
1969         {
1970                 number = ceil(this.respawn_time - time);
1971                 if(number <= 0)
1972                         return;
1973                 if(number <= this.respawn_countdown)
1974                 {
1975                         this.respawn_countdown = number - 1;
1976                         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
1977                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1978                 }
1979         }
1980 }
1981
1982 .bool team_selected;
1983 bool ShowTeamSelection(entity this)
1984 {
1985         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1986                 return false;
1987         stuffcmd(this, "menu_showteamselect\n");
1988         return true;
1989 }
1990 void Join(entity this)
1991 {
1992         TRANSMUTE(Player, this);
1993
1994         if(!this.team_selected)
1995         if(autocvar_g_campaign || autocvar_g_balance_teams)
1996                 TeamBalance_JoinBestTeam(this);
1997
1998         if(autocvar_g_campaign)
1999                 campaign_bots_may_start = true;
2000
2001         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2002
2003         PutClientInServer(this);
2004
2005         if(IS_PLAYER(this))
2006         if(teamplay && this.team != -1)
2007         {
2008         }
2009         else
2010                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2011         this.team_selected = false;
2012 }
2013
2014 int GetPlayerLimit()
2015 {
2016         if(g_duel)
2017                 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2018         int player_limit = autocvar_g_maxplayers;
2019         MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2020         player_limit = M_ARGV(0, int);
2021         return player_limit;
2022 }
2023
2024 /**
2025  * Determines whether the player is allowed to join. This depends on cvar
2026  * g_maxplayers, if it isn't used this function always return true, otherwise
2027  * it checks whether the number of currently playing players exceeds g_maxplayers.
2028  * @return int number of free slots for players, 0 if none
2029  */
2030 int nJoinAllowed(entity this, entity ignore)
2031 {
2032         if(!ignore)
2033         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2034         // so report 0 free slots if restricted
2035         {
2036                 if(autocvar_g_forced_team_otherwise == "spectate")
2037                         return 0;
2038                 if(autocvar_g_forced_team_otherwise == "spectator")
2039                         return 0;
2040         }
2041
2042         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2043                 return 0; // forced spectators can never join
2044
2045         // TODO simplify this
2046         int totalClients = 0;
2047         int currentlyPlaying = 0;
2048         FOREACH_CLIENT(true, {
2049                 if(it != ignore)
2050                         ++totalClients;
2051                 if(IS_REAL_CLIENT(it))
2052                 if(IS_PLAYER(it) || it.caplayer)
2053                         ++currentlyPlaying;
2054         });
2055
2056         int player_limit = GetPlayerLimit();
2057
2058         int free_slots = 0;
2059         if (!player_limit)
2060                 free_slots = maxclients - totalClients;
2061         else if(player_limit > 0 && currentlyPlaying < player_limit)
2062                 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2063
2064         static float msg_time = 0;
2065         if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2066         {
2067                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2068                 msg_time = time + 0.5;
2069         }
2070
2071         return free_slots;
2072 }
2073
2074 void PrintWelcomeMessage(entity this)
2075 {
2076         if(CS(this).motd_actived_time == 0)
2077         {
2078                 if (autocvar_g_campaign) {
2079                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2080                                 CS(this).motd_actived_time = time;
2081                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2082                         }
2083                 } else {
2084                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2085                                 CS(this).motd_actived_time = time;
2086                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2087                         }
2088                 }
2089         }
2090         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2091         {
2092                 if (autocvar_g_campaign) {
2093                         if (PHYS_INPUT_BUTTON_INFO(this))
2094                                 CS(this).motd_actived_time = time;
2095                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2096                                 CS(this).motd_actived_time = 0;
2097                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2098                         }
2099                 } else {
2100                         if (PHYS_INPUT_BUTTON_INFO(this))
2101                                 CS(this).motd_actived_time = time;
2102                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2103                                 CS(this).motd_actived_time = 0;
2104                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2105                         }
2106                 }
2107         }
2108         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2109         {
2110                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2111                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2112                 else if (CS(this).motd_actived_time == -2)
2113                 {
2114                         // instantly hide MOTD
2115                         CS(this).motd_actived_time = 0;
2116                         if (autocvar_g_campaign)
2117                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2118                         else
2119                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2120                 }
2121                 else if (IS_PLAYER(this) || IS_SPEC(this))
2122                 {
2123                         // FIXME occasionally for some reason MOTD never goes away
2124                         // delay MOTD removal a little bit in the hope it fixes this bug
2125                         if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2126                                 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2127                         else //if (CS(this).motd_actived_time < -2)
2128                                 CS(this).motd_actived_time++;
2129                 }
2130         }
2131 }
2132
2133 bool joinAllowed(entity this)
2134 {
2135         if (CS(this).version_mismatch) return false;
2136         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2137         if (!nJoinAllowed(this, this)) return false;
2138         if (teamplay && lockteams) return false;
2139         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2140         if (ShowTeamSelection(this)) return false;
2141         return true;
2142 }
2143
2144 .string shootfromfixedorigin;
2145 .bool dualwielding_prev;
2146 bool PlayerThink(entity this)
2147 {
2148         if (game_stopped || intermission_running) {
2149                 this.modelflags &= ~MF_ROCKET;
2150                 if(intermission_running)
2151                         IntermissionThink(this);
2152                 return false;
2153         }
2154
2155         if (timeout_status == TIMEOUT_ACTIVE) {
2156                 // don't allow the player to turn around while game is paused
2157                 // FIXME turn this into CSQC stuff
2158                 this.v_angle = this.lastV_angle;
2159                 this.angles = this.lastV_angle;
2160                 this.fixangle = true;
2161         }
2162
2163         if (frametime) player_powerups(this);
2164
2165         if (IS_DEAD(this)) {
2166                 if (this.personal && g_race_qualifying) {
2167                         if (time > this.respawn_time) {
2168                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2169                                 respawn(this);
2170                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2171                         }
2172                 } else {
2173                         if (frametime) player_anim(this);
2174
2175                         if (this.respawn_flags & RESPAWN_DENY)
2176                         {
2177                                 STAT(RESPAWN_TIME, this) = 0;
2178                                 return false;
2179                         }
2180
2181                         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));
2182
2183                         switch(this.deadflag)
2184                         {
2185                                 case DEAD_DYING:
2186                                 {
2187                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2188                                                 this.deadflag = DEAD_RESPAWNING;
2189                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2190                                                 this.deadflag = DEAD_DEAD;
2191                                         break;
2192                                 }
2193                                 case DEAD_DEAD:
2194                                 {
2195                                         if (button_pressed)
2196                                                 this.deadflag = DEAD_RESPAWNABLE;
2197                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2198                                                 this.deadflag = DEAD_RESPAWNING;
2199                                         break;
2200                                 }
2201                                 case DEAD_RESPAWNABLE:
2202                                 {
2203                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2204                                                 this.deadflag = DEAD_RESPAWNING;
2205                                         break;
2206                                 }
2207                                 case DEAD_RESPAWNING:
2208                                 {
2209                                         if (time > this.respawn_time)
2210                                         {
2211                                                 this.respawn_time = time + 1; // only retry once a second
2212                                                 this.respawn_time_max = this.respawn_time;
2213                                                 respawn(this);
2214                                         }
2215                                         break;
2216                                 }
2217                         }
2218
2219                         ShowRespawnCountdown(this);
2220
2221                         if (this.respawn_flags & RESPAWN_SILENT)
2222                                 STAT(RESPAWN_TIME, this) = 0;
2223                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2224                         {
2225                                 if (time < this.respawn_time)
2226                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2227                                 else if (this.deadflag != DEAD_RESPAWNING)
2228                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2229                         }
2230                         else
2231                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2232                 }
2233
2234                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2235                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2236                         STAT(RESPAWN_TIME, this) *= -1;
2237
2238                 return false;
2239         }
2240
2241         FixPlayermodel(this);
2242
2243         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2244                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2245                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2246         }
2247
2248         // reset gun alignment when dual wielding status changes
2249         // to ensure guns are always aligned right and left
2250         bool dualwielding = W_DualWielding(this);
2251         if(this.dualwielding_prev != dualwielding)
2252         {
2253                 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2254                 this.dualwielding_prev = dualwielding;
2255         }
2256
2257         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2258         //if(frametime)
2259         {
2260                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2261                 {
2262                         .entity weaponentity = weaponentities[slot];
2263                         if(WEP_CVAR(vortex, charge_always))
2264                                 W_Vortex_Charge(this, weaponentity, frametime);
2265                         W_WeaponFrame(this, weaponentity);
2266                 }
2267         }
2268
2269         if (frametime)
2270         {
2271                 // WEAPONTODO: Add a weapon request for this
2272                 // rot vortex charge to the charge limit
2273                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2274                 {
2275                         .entity weaponentity = weaponentities[slot];
2276                         if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2277                                 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2278                 }
2279
2280                 player_regen(this);
2281                 player_anim(this);
2282                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2283         }
2284
2285         monsters_setstatus(this);
2286
2287         return true;
2288 }
2289
2290 .bool would_spectate;
2291 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2292 void ObserverOrSpectatorThink(entity this)
2293 {
2294         bool is_spec = IS_SPEC(this);
2295         if ( CS(this).impulse )
2296         {
2297                 int r = MinigameImpulse(this, CS(this).impulse);
2298                 if (!is_spec || r)
2299                         CS(this).impulse = 0;
2300
2301                 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2302                 {
2303                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2304                         CS(this).impulse = 0;
2305                         return;
2306                 }
2307         }
2308
2309         if (this.flags & FL_JUMPRELEASED) {
2310                 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2311                         this.flags &= ~FL_JUMPRELEASED;
2312                         this.flags |= FL_SPAWNING;
2313                 } else if((is_spec && (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)))
2314                         || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2315                         this.flags &= ~FL_JUMPRELEASED;
2316                         if(SpectateNext(this)) {
2317                                 TRANSMUTE(Spectator, this);
2318                         } else if (is_spec) {
2319                                 TRANSMUTE(Observer, this);
2320                                 PutClientInServer(this);
2321                         }
2322                         else
2323                                 this.would_spectate = false; // unable to spectate anyone
2324                         if (is_spec)
2325                                 CS(this).impulse = 0;
2326                 } else if (is_spec) {
2327                         if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2328                                 this.flags &= ~FL_JUMPRELEASED;
2329                                 if(SpectatePrev(this)) {
2330                                         TRANSMUTE(Spectator, this);
2331                                 } else {
2332                                         TRANSMUTE(Observer, this);
2333                                         PutClientInServer(this);
2334                                 }
2335                                 CS(this).impulse = 0;
2336                         } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2337                                 this.would_spectate = false;
2338                                 this.flags &= ~FL_JUMPRELEASED;
2339                                 TRANSMUTE(Observer, this);
2340                                 PutClientInServer(this);
2341                         } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2342                                 PutObserverInServer(this);
2343                                 this.would_spectate = true;
2344                         }
2345                 }
2346                 else {
2347                         bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2348                         if (PHYS_INPUT_BUTTON_USE(this))
2349                                 wouldclip = !wouldclip;
2350                         int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2351                         set_movetype(this, preferred_movetype);
2352                 }
2353         } else { // jump pressed
2354                 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2355                         || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2356                         this.flags |= FL_JUMPRELEASED;
2357                         if(this.flags & FL_SPAWNING)
2358                         {
2359                                 this.flags &= ~FL_SPAWNING;
2360                                 if(joinAllowed(this))
2361                                         Join(this);
2362                                 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2363                                         CS(this).autojoin_checked = -1;
2364                                 return;
2365                         }
2366                 }
2367                 if(is_spec && !SpectateUpdate(this))
2368                         PutObserverInServer(this);
2369         }
2370         if (is_spec)
2371                 this.flags |= FL_CLIENT | FL_NOTARGET;
2372 }
2373
2374 void PlayerUseKey(entity this)
2375 {
2376         if (!IS_PLAYER(this))
2377                 return;
2378
2379         if(this.vehicle)
2380         {
2381                 if(!game_stopped)
2382                 {
2383                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2384                         return;
2385                 }
2386         }
2387         else if(autocvar_g_vehicles_enter)
2388         {
2389                 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2390                 {
2391                         entity head, closest_target = NULL;
2392                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2393
2394                         while(head) // find the closest acceptable target to enter
2395                         {
2396                                 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2397                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2398                                 {
2399                                         if(closest_target)
2400                                         {
2401                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2402                                                 { closest_target = head; }
2403                                         }
2404                                         else { closest_target = head; }
2405                                 }
2406
2407                                 head = head.chain;
2408                         }
2409
2410                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2411                 }
2412         }
2413
2414         // a use key was pressed; call handlers
2415         MUTATOR_CALLHOOK(PlayerUseKey, this);
2416 }
2417
2418
2419 /*
2420 =============
2421 PlayerPreThink
2422
2423 Called every frame for each client before the physics are run
2424 =============
2425 */
2426 .float last_vehiclecheck;
2427 void PlayerPreThink (entity this)
2428 {
2429         STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2430         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2431
2432         WarpZone_PlayerPhysics_FixVAngle(this);
2433
2434         if (frametime) {
2435                 // physics frames: update anticheat stuff
2436                 anticheat_prethink(this);
2437
2438                 // WORKAROUND: only use dropclient in server frames (frametime set).
2439                 // Never use it in cl_movement frames (frametime zero).
2440                 if (blockSpectators && IS_REAL_CLIENT(this)
2441                         && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2442                         && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2443                 {
2444                         if (dropclient_schedule(this))
2445                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2446                 }
2447         }
2448
2449         zoomstate_set = false;
2450
2451         // Check for nameless players
2452         if (this.netname == "" || this.netname != CS(this).netname_previous)
2453         {
2454                 bool assume_unchanged = (CS(this).netname_previous == "");
2455                 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2456                 {
2457                         int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2458                         this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2459                         sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2460                         assume_unchanged = false;
2461                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2462                 }
2463                 if (isInvisibleString(this.netname))
2464                 {
2465                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2466                         sprint(this, "Warning: invisible names are not allowed.\n");
2467                         assume_unchanged = false;
2468                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2469                 }
2470                 if (!assume_unchanged && autocvar_sv_eventlog)
2471                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2472                 strcpy(CS(this).netname_previous, this.netname);
2473         }
2474
2475         // version nagging
2476         if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2477         CS(this).version_nagtime = 0;
2478         if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2479             // git client
2480         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2481             // git server
2482             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2483         } else {
2484             int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2485             if (r < 0) { // old client
2486                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2487             } else if (r > 0) { // old server
2488                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2489             }
2490         }
2491     }
2492
2493         // GOD MODE info
2494         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2495         {
2496                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2497                 this.max_armorvalue = 0;
2498         }
2499
2500         if (frametime && IS_PLAYER(this) && time >= game_starttime)
2501         {
2502                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2503                 {
2504                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2505                         SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2506                         if (this.iceblock)
2507                                 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2508
2509                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2510                                 Unfreeze(this, false);
2511                 }
2512                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2513                 {
2514                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2515                         SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2516
2517                         if (GetResource(this, RES_HEALTH) < 1)
2518                         {
2519                                 if (this.vehicle)
2520                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2521                                 if(this.event_damage)
2522                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2523                         }
2524                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2525                                 Unfreeze(this, false);
2526                 }
2527         }
2528
2529         MUTATOR_CALLHOOK(PlayerPreThink, this);
2530
2531         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2532         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2533         {
2534                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2535                 {
2536                         if(!it.owner)
2537                         {
2538                                 if(!it.team || SAME_TEAM(this, it))
2539                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2540                                 else if(autocvar_g_vehicles_steal)
2541                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2542                         }
2543                         else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2544                         {
2545                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2546                         }
2547                 });
2548
2549                 this.last_vehiclecheck = time + 1;
2550         }
2551
2552         if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2553         {
2554                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2555                         PlayerUseKey(this);
2556                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2557         }
2558
2559         if (IS_REAL_CLIENT(this))
2560                 PrintWelcomeMessage(this);
2561
2562         if (IS_PLAYER(this)) {
2563                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2564                         error("Client can't be spawned as player on connection!");
2565                 if(!PlayerThink(this))
2566                         return;
2567         }
2568         else if (game_stopped || intermission_running) {
2569                 if(intermission_running)
2570                         IntermissionThink(this);
2571                 return;
2572         }
2573         else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2574         {
2575                 bool early_join_requested = (CS(this).autojoin_checked < 0);
2576                 CS(this).autojoin_checked = 1;
2577                 // don't do this in ClientConnect
2578                 // many things can go wrong if a client is spawned as player on connection
2579                 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2580                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2581                                 && (!teamplay || autocvar_g_balance_teams)))
2582                 {
2583                         campaign_bots_may_start = true;
2584                         if(joinAllowed(this))
2585                                 Join(this);
2586                         return;
2587                 }
2588         }
2589         else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2590                 ObserverOrSpectatorThink(this);
2591         }
2592
2593         // WEAPONTODO: Add weapon request for this
2594         if (!zoomstate_set) {
2595                 bool wep_zoomed = false;
2596                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2597                 {
2598                         .entity weaponentity = weaponentities[slot];
2599                         Weapon thiswep = this.(weaponentity).m_weapon;
2600                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2601                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2602                 }
2603                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2604         }
2605
2606         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2607         {
2608                 CS(this).teamkill_soundtime = 0;
2609
2610                 entity e = CS(this).teamkill_soundsource;
2611                 entity oldpusher = e.pusher;
2612                 e.pusher = this;
2613                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2614                 e.pusher = oldpusher;
2615         }
2616
2617         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2618                 CS(this).taunt_soundtime = 0;
2619                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2620         }
2621
2622         target_voicescript_next(this);
2623 }
2624
2625 void DrownPlayer(entity this)
2626 {
2627         if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2628                 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2629         {
2630                 STAT(AIR_FINISHED, this) = 0;
2631                 return;
2632         }
2633
2634         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2635         {
2636                 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2637                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2638                 STAT(AIR_FINISHED, this) = 0;
2639         }
2640         else
2641         {
2642                 if (!STAT(AIR_FINISHED, this))
2643                         STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2644                 if (STAT(AIR_FINISHED, this) < time)
2645                 {       // drown!
2646                         if (this.pain_finished < time)
2647                         {
2648                                 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');
2649                                 this.pain_finished = time + 0.5;
2650                         }
2651                 }
2652         }
2653 }
2654
2655 .bool move_qcphysics;
2656
2657 void Player_Physics(entity this)
2658 {
2659         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2660
2661         if(!this.move_qcphysics)
2662                 return;
2663
2664         if(!frametime && !CS(this).pm_frametime)
2665                 return;
2666
2667         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2668
2669         CS(this).pm_frametime = 0;
2670 }
2671
2672 /*
2673 =============
2674 PlayerPostThink
2675
2676 Called every frame for each client after the physics are run
2677 =============
2678 */
2679 void PlayerPostThink (entity this)
2680 {
2681         Player_Physics(this);
2682
2683         if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2684         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2685         if (IS_REAL_CLIENT(this))
2686         if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2687         if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2688         {
2689                 int totalClients = 0;
2690                 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2691                 {
2692                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2693                         {
2694                                 ++totalClients;
2695                         });
2696                 }
2697
2698                 if (autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2699                 { /* do nothing */ }
2700                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2701                 {
2702                         if (CS(this).idlekick_lasttimeleft)
2703                         {
2704                                 CS(this).idlekick_lasttimeleft = 0;
2705                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2706                         }
2707                 }
2708                 else
2709                 {
2710                         float maxidle_time = autocvar_sv_maxidle;
2711                         if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2712                                 maxidle_time = autocvar_sv_maxidle_playertospectator;
2713                         float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2714                         float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2715                         if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2716                         {
2717                                 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2718                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2719                                 else
2720                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2721                         }
2722                         if (timeleft <= 0) {
2723                                 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2724                                 {
2725                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2726                                         if (this.caplayer)
2727                                                 this.caplayer = 0;
2728                                         PutObserverInServer(this);
2729                                 }
2730                                 else
2731                                 {
2732                                         if (dropclient_schedule(this))
2733                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2734                                 }
2735                                 return;
2736                         }
2737                         else if (timeleft <= countdown_time) {
2738                                 if (timeleft != CS(this).idlekick_lasttimeleft)
2739                                         play2(this, SND(TALK2));
2740                                 CS(this).idlekick_lasttimeleft = timeleft;
2741                         }
2742                 }
2743         }
2744
2745         CheatFrame(this);
2746
2747         if (game_stopped)
2748         {
2749                 this.solid = SOLID_NOT;
2750                 this.takedamage = DAMAGE_NO;
2751                 set_movetype(this, MOVETYPE_NONE);
2752                 CS(this).teamkill_complain = 0;
2753                 CS(this).teamkill_soundtime = 0;
2754                 CS(this).teamkill_soundsource = NULL;
2755         }
2756
2757         if (IS_PLAYER(this)) {
2758                 if(this.death_time == time && IS_DEAD(this))
2759                 {
2760                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2761                         // once all the damage events of this frame have been processed with normal size
2762                         this.maxs.z = 5;
2763                         setsize(this, this.mins, this.maxs);
2764                 }
2765                 DrownPlayer(this);
2766                 UpdateChatBubble(this);
2767                 if (CS(this).impulse) ImpulseCommands(this);
2768                 GetPressedKeys(this);
2769                 if (game_stopped)
2770                 {
2771                         CSQCMODEL_AUTOUPDATE(this);
2772                         return;
2773                 }
2774         }
2775         else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2776         {
2777                 CS(this).pressedkeys = 0;
2778                 STAT(PRESSED_KEYS, this) = 0;
2779         }
2780
2781         if (this.waypointsprite_attachedforcarrier) {
2782                 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2783                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2784         }
2785
2786         CSQCMODEL_AUTOUPDATE(this);
2787 }
2788
2789 // hack to copy the button fields from the client entity to the Client State
2790 void PM_UpdateButtons(entity this, entity store)
2791 {
2792         if(this.impulse)
2793                 store.impulse = this.impulse;
2794         this.impulse = 0;
2795
2796         bool typing = this.buttonchat || this.button12;
2797
2798         store.button0 = (typing) ? 0 : this.button0;
2799         //button1?!
2800         store.button2 = (typing) ? 0 : this.button2;
2801         store.button3 = (typing) ? 0 : this.button3;
2802         store.button4 = this.button4;
2803         store.button5 = (typing) ? 0 : this.button5;
2804         store.button6 = this.button6;
2805         store.button7 = this.button7;
2806         store.button8 = this.button8;
2807         store.button9 = this.button9;
2808         store.button10 = this.button10;
2809         store.button11 = this.button11;
2810         store.button12 = this.button12;
2811         store.button13 = this.button13;
2812         store.button14 = this.button14;
2813         store.button15 = this.button15;
2814         store.button16 = this.button16;
2815         store.buttonuse = this.buttonuse;
2816         store.buttonchat = this.buttonchat;
2817
2818         store.cursor_active = this.cursor_active;
2819         store.cursor_screen = this.cursor_screen;
2820         store.cursor_trace_start = this.cursor_trace_start;
2821         store.cursor_trace_endpos = this.cursor_trace_endpos;
2822         store.cursor_trace_ent = this.cursor_trace_ent;
2823
2824         store.ping = this.ping;
2825         store.ping_packetloss = this.ping_packetloss;
2826         store.ping_movementloss = this.ping_movementloss;
2827
2828         store.v_angle = this.v_angle;
2829         store.movement = this.movement;
2830 }
2831
2832 NET_HANDLE(fpsreport, bool)
2833 {
2834         int fps = ReadShort();
2835         PlayerScore_Set(sender, SP_FPS, fps);
2836         return true;
2837 }