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