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