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