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