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Call a weapon frame on the weapon entity when the player is first spawning, fixes...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
7 #include "impulse.qh"
8 #include "player.qh"
9 #include "ipban.qh"
10 #include "miscfunctions.qh"
11 #include "portals.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
18 #include "g_hook.qh"
19 #include "command/common.qh"
20 #include "command/vote.qh"
21 #include "cheats.qh"
22 #include "g_world.qh"
23 #include "race.qh"
24 #include "antilag.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
28
29 #include "bot/api.qh"
30
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
34
35 #include <common/effects/qc/globalsound.qh>
36
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
40
41 #include "../common/vehicles/all.qh"
42
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
45
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
49
50 #include <common/vehicles/sv_vehicles.qh>
51
52 #include "../common/items/_mod.qh"
53
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
57
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
61
62 #include "../common/minigames/sv_minigames.qh"
63
64 #include "../common/items/inventory.qh"
65
66 #include "../common/monsters/sv_monsters.qh"
67
68 #include "../lib/warpzone/server.qh"
69
70 #include <common/mutators/mutator/overkill/oknex.qh>
71
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
73 {
74     ClientConnect(this);
75     TRANSMUTE(Player, this);
76     this.frame = 12; // 7
77     this.team = _team;
78     PutClientInServer(this);
79 }
80
81 STATIC_METHOD(Client, Remove, void(Client this))
82 {
83     TRANSMUTE(Observer, this);
84     PutClientInServer(this);
85     ClientDisconnect(this);
86 }
87
88 void send_CSQC_teamnagger() {
89         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
90 }
91
92 int CountSpectators(entity player, entity to)
93 {
94         if(!player) { return 0; } // not sure how, but best to be safe
95
96         int spec_count = 0;
97
98         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
99         {
100                 spec_count++;
101         });
102
103         return spec_count;
104 }
105
106 void WriteSpectators(entity player, entity to)
107 {
108         if(!player) { return; } // not sure how, but best to be safe
109
110         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111         {
112                 WriteByte(MSG_ENTITY, num_for_edict(it));
113         });
114 }
115
116 bool ClientData_Send(entity this, entity to, int sf)
117 {
118         assert(to == this.owner, return false);
119
120         entity e = to;
121         if (IS_SPEC(e)) e = e.enemy;
122
123         sf = 0;
124         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
125         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
126         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
127         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
128
129         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130         WriteByte(MSG_ENTITY, sf);
131
132         if (sf & BIT(1))
133                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
134
135         if(sf & BIT(4))
136         {
137                 float specs = CountSpectators(e, to);
138                 WriteByte(MSG_ENTITY, specs);
139                 WriteSpectators(e, to);
140         }
141
142         return true;
143 }
144
145 void ClientData_Attach(entity this)
146 {
147         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148         CS(this).clientdata.drawonlytoclient = this;
149         CS(this).clientdata.owner = this;
150 }
151
152 void ClientData_Detach(entity this)
153 {
154         delete(CS(this).clientdata);
155         CS(this).clientdata = NULL;
156 }
157
158 void ClientData_Touch(entity e)
159 {
160         entity cd = CS(e).clientdata;
161         if (cd) { cd.SendFlags = 1; }
162
163         // make it spectatable
164         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
165         {
166                 entity cd = CS(it).clientdata;
167                 if (cd) { cd.SendFlags = 1; }
168         });
169 }
170
171
172 /*
173 =============
174 CheckPlayerModel
175
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
178 =============
179 */
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
183         {
184                 // note: we cannot summon Don Strunzone here, some player may
185                 // still have the model string set. In case anyone manages how
186                 // to change a cvar default, we'll have a small leak here.
187                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
188         }
189         // only in right path
190         if( substring(plyermodel,0,14) != "models/player/")
191                 return FallbackPlayerModel;
192         // only good file extensions
193         if(substring(plyermodel,-4,4) != ".zym")
194         if(substring(plyermodel,-4,4) != ".dpm")
195         if(substring(plyermodel,-4,4) != ".iqm")
196         if(substring(plyermodel,-4,4) != ".md3")
197         if(substring(plyermodel,-4,4) != ".psk")
198                 return FallbackPlayerModel;
199         // forbid the LOD models
200         if(substring(plyermodel, -9,5) == "_lod1")
201                 return FallbackPlayerModel;
202         if(substring(plyermodel, -9,5) == "_lod2")
203                 return FallbackPlayerModel;
204         if(plyermodel != strtolower(plyermodel))
205                 return FallbackPlayerModel;
206         // also, restrict to server models
207         if(autocvar_sv_servermodelsonly)
208         {
209                 if(!fexists(plyermodel))
210                         return FallbackPlayerModel;
211         }
212         return plyermodel;
213 }
214
215 void setplayermodel(entity e, string modelname)
216 {
217         precache_model(modelname);
218         _setmodel(e, modelname);
219         player_setupanimsformodel(e);
220         if(!autocvar_g_debug_globalsounds)
221                 UpdatePlayerSounds(e);
222 }
223
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
226 {
227     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228         PlayerState_detach(this);
229
230         if (IS_PLAYER(this))
231         {
232                 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
233                 {
234                         // despawn effect
235                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
236                 }
237
238                 // was a player, recount votes and ready status
239                 if(IS_REAL_CLIENT(this))
240                 {
241                         if (vote_called) { VoteCount(false); }
242                         ReadyCount();
243                 }
244     }
245
246     {
247         entity spot = SelectSpawnPoint(this, true);
248         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249         this.angles = vec2(spot.angles);
250         this.fixangle = true;
251         // offset it so that the spectator spawns higher off the ground, looks better this way
252         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253         if (IS_REAL_CLIENT(this))
254         {
255             msg_entity = this;
256             WriteByte(MSG_ONE, SVC_SETVIEW);
257             WriteEntity(MSG_ONE, this);
258         }
259         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261         if(!autocvar_g_debug_globalsounds)
262         {
263                 // needed for player sounds
264                 this.model = "";
265                 FixPlayermodel(this);
266         }
267         setmodel(this, MDL_Null);
268         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269         this.view_ofs = '0 0 0';
270     }
271
272     RemoveGrapplingHooks(this);
273         Portal_ClearAll(this);
274         Unfreeze(this);
275         SetSpectatee(this, NULL);
276
277         if (this.alivetime)
278         {
279                 if (!warmup_stage)
280                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
281                 this.alivetime = 0;
282         }
283
284         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
285
286         WaypointSprite_PlayerDead(this);
287
288         if (mutator_returnvalue) {
289             // mutator prevents resetting teams+score
290         } else {
291                 int oldteam = this.team;
292                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
293                 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
294         this.frags = FRAGS_SPECTATOR;
295         PlayerScore_Clear(this);  // clear scores when needed
296     }
297
298         if (CS(this).killcount != FRAGS_SPECTATOR)
299         {
300                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
301                 if(!game_stopped)
302                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
303                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
304
305                 if(!CS(this).just_joined)
306                         LogTeamchange(this.playerid, -1, 4);
307                 else
308                         CS(this).just_joined = false;
309         }
310
311         accuracy_resend(this);
312
313         CS(this).spectatortime = time;
314         if(this.bot_attack)
315                 IL_REMOVE(g_bot_targets, this);
316         this.bot_attack = false;
317         if(this.monster_attack)
318                 IL_REMOVE(g_monster_targets, this);
319         this.monster_attack = false;
320     STAT(HUD, this) = HUD_NORMAL;
321         TRANSMUTE(Observer, this);
322         this.iscreature = false;
323         this.teleportable = TELEPORT_SIMPLE;
324         if(this.damagedbycontents)
325                 IL_REMOVE(g_damagedbycontents, this);
326         this.damagedbycontents = false;
327         SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
328         SetSpectatee_status(this, etof(this));
329         this.takedamage = DAMAGE_NO;
330         this.solid = SOLID_NOT;
331         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
332         this.flags = FL_CLIENT | FL_NOTARGET;
333         this.effects = 0;
334         SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
335         this.pauserotarmor_finished = 0;
336         this.pauserothealth_finished = 0;
337         this.pauseregen_finished = 0;
338         this.damageforcescale = 0;
339         this.death_time = 0;
340         this.respawn_flags = 0;
341         this.respawn_time = 0;
342         STAT(RESPAWN_TIME, this) = 0;
343         this.alpha = 0;
344         this.scale = 0;
345         this.fade_time = 0;
346         this.pain_frame = 0;
347         this.pain_finished = 0;
348         this.strength_finished = 0;
349         this.invincible_finished = 0;
350         this.superweapons_finished = 0;
351         this.dphitcontentsmask = 0;
352         this.pushltime = 0;
353         this.istypefrag = 0;
354         setthink(this, func_null);
355         this.nextthink = 0;
356         this.deadflag = DEAD_NO;
357         this.crouch = false;
358         STAT(REVIVE_PROGRESS, this) = 0;
359         this.revival_time = 0;
360
361         this.items = 0;
362         STAT(WEAPONS, this) = '0 0 0';
363         this.drawonlytoclient = this;
364
365         this.viewloc = NULL;
366
367         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
368
369         this.weaponmodel = "";
370         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
371         {
372                 this.weaponentities[slot] = NULL;
373         }
374         this.exteriorweaponentity = NULL;
375         CS(this).killcount = FRAGS_SPECTATOR;
376         this.velocity = '0 0 0';
377         this.avelocity = '0 0 0';
378         this.punchangle = '0 0 0';
379         this.punchvector = '0 0 0';
380         this.oldvelocity = this.velocity;
381         this.fire_endtime = -1;
382         this.event_damage = func_null;
383         this.event_heal = func_null;
384
385         for(int slot = 0; slot < MAX_AXH; ++slot)
386         {
387                 entity axh = this.(AuxiliaryXhair[slot]);
388                 this.(AuxiliaryXhair[slot]) = NULL;
389
390                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
391                         delete(axh);
392         }
393 }
394
395 int player_getspecies(entity this)
396 {
397         get_model_parameters(this.model, this.skin);
398         int s = get_model_parameters_species;
399         get_model_parameters(string_null, 0);
400         if (s < 0) return SPECIES_HUMAN;
401         return s;
402 }
403
404 .float model_randomizer;
405 void FixPlayermodel(entity player)
406 {
407         string defaultmodel = "";
408         int defaultskin = 0;
409         if(autocvar_sv_defaultcharacter)
410         {
411                 if(teamplay)
412                 {
413                         switch(player.team)
414                         {
415                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
416                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
417                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
418                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
419                         }
420                 }
421
422                 if(defaultmodel == "")
423                 {
424                         defaultmodel = autocvar_sv_defaultplayermodel;
425                         defaultskin = autocvar_sv_defaultplayerskin;
426                 }
427
428                 int n = tokenize_console(defaultmodel);
429                 if(n > 0)
430                 {
431                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
432                         // However, do NOT randomize if the player-selected model is in the list.
433                         for (int i = 0; i < n; ++i)
434                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
435                                         defaultmodel = argv(i);
436                 }
437
438                 int i = strstrofs(defaultmodel, ":", 0);
439                 if(i >= 0)
440                 {
441                         defaultskin = stof(substring(defaultmodel, i+1, -1));
442                         defaultmodel = substring(defaultmodel, 0, i);
443                 }
444         }
445         if(autocvar_sv_defaultcharacterskin && !defaultskin)
446         {
447                 if(teamplay)
448                 {
449                         switch(player.team)
450                         {
451                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
452                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
453                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
454                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
455                         }
456                 }
457
458                 if(!defaultskin)
459                         defaultskin = autocvar_sv_defaultplayerskin;
460         }
461
462         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
463         defaultmodel = M_ARGV(0, string);
464         defaultskin = M_ARGV(1, int);
465
466         bool chmdl = false;
467         int oldskin;
468         if(defaultmodel != "")
469         {
470                 if (defaultmodel != player.model)
471                 {
472                         vector m1 = player.mins;
473                         vector m2 = player.maxs;
474                         setplayermodel (player, defaultmodel);
475                         setsize (player, m1, m2);
476                         chmdl = true;
477                 }
478
479                 oldskin = player.skin;
480                 player.skin = defaultskin;
481         } else {
482                 if (player.playermodel != player.model || player.playermodel == "")
483                 {
484                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
485                         vector m1 = player.mins;
486                         vector m2 = player.maxs;
487                         setplayermodel (player, player.playermodel);
488                         setsize (player, m1, m2);
489                         chmdl = true;
490                 }
491
492                 if(!autocvar_sv_defaultcharacterskin)
493                 {
494                         oldskin = player.skin;
495                         player.skin = stof(player.playerskin);
496                 }
497                 else
498                 {
499                         oldskin = player.skin;
500                         player.skin = defaultskin;
501                 }
502         }
503
504         if(chmdl || oldskin != player.skin) // model or skin has changed
505         {
506                 player.species = player_getspecies(player); // update species
507                 if(!autocvar_g_debug_globalsounds)
508                         UpdatePlayerSounds(player); // update skin sounds
509         }
510
511         if(!teamplay)
512                 if(strlen(autocvar_sv_defaultplayercolors))
513                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
514                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
515 }
516
517 void PutPlayerInServer(entity this)
518 {
519         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
520
521         PlayerState_attach(this);
522         accuracy_resend(this);
523
524         if (this.team < 0)
525                 JoinBestTeam(this, true);
526
527         entity spot = SelectSpawnPoint(this, false);
528         if (!spot) {
529                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
530                 return; // spawn failed
531         }
532
533         TRANSMUTE(Player, this);
534
535         CS(this).wasplayer = true;
536         this.iscreature = true;
537         this.teleportable = TELEPORT_NORMAL;
538         if(!this.damagedbycontents)
539                 IL_PUSH(g_damagedbycontents, this);
540         this.damagedbycontents = true;
541         set_movetype(this, MOVETYPE_WALK);
542         this.solid = SOLID_SLIDEBOX;
543         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
544         if (autocvar_g_playerclip_collisions)
545                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
546         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
547                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
548         this.frags = FRAGS_PLAYER;
549         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
550         this.flags = FL_CLIENT | FL_PICKUPITEMS;
551         if (autocvar__notarget)
552                 this.flags |= FL_NOTARGET;
553         this.takedamage = DAMAGE_AIM;
554         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
555
556         if (warmup_stage) {
557                 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
558                 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
559                 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
560                 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
561                 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
562                 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
563                 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
564                 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
565                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
566         } else {
567                 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
568                 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
569                 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
570                 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
571                 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
572                 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
573                 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
574                 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
575                 STAT(WEAPONS, this) = start_weapons;
576                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
577                 {
578                         GiveRandomWeapons(this, random_start_weapons_count,
579                                 autocvar_g_random_start_weapons, random_start_ammo);
580                 }
581         }
582         SetSpectatee_status(this, 0);
583
584         PS(this).dual_weapons = '0 0 0';
585
586         this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
587
588         this.items = start_items;
589
590         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
591         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
592         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
593         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
594         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
595         if (!sv_ready_restart_after_countdown && time < game_starttime)
596         {
597                 float f = game_starttime - time;
598                 this.spawnshieldtime += f;
599                 this.pauserotarmor_finished += f;
600                 this.pauserothealth_finished += f;
601                 this.pauseregen_finished += f;
602         }
603
604         this.damageforcescale = 2;
605         this.death_time = 0;
606         this.respawn_flags = 0;
607         this.respawn_time = 0;
608         STAT(RESPAWN_TIME, this) = 0;
609         this.scale = autocvar_sv_player_scale;
610         this.fade_time = 0;
611         this.pain_frame = 0;
612         this.pain_finished = 0;
613         this.pushltime = 0;
614         setthink(this, func_null); // players have no think function
615         this.nextthink = 0;
616         this.dmg_team = 0;
617         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
618
619         this.deadflag = DEAD_NO;
620
621         this.angles = spot.angles;
622         this.angles_z = 0; // never spawn tilted even if the spot says to
623         if (IS_BOT_CLIENT(this))
624                 this.v_angle = this.angles;
625         this.fixangle = true; // turn this way immediately
626         this.oldvelocity = this.velocity = '0 0 0';
627         this.avelocity = '0 0 0';
628         this.punchangle = '0 0 0';
629         this.punchvector = '0 0 0';
630
631         this.strength_finished = 0;
632         this.invincible_finished = 0;
633         this.fire_endtime = -1;
634         STAT(REVIVE_PROGRESS, this) = 0;
635         this.revival_time = 0;
636
637         this.air_finished = time + 12;
638         this.waterlevel = WATERLEVEL_NONE;
639         this.watertype = CONTENT_EMPTY;
640
641         entity spawnevent = new_pure(spawnevent);
642         spawnevent.owner = this;
643         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
644
645         // Cut off any still running player sounds.
646         stopsound(this, CH_PLAYER_SINGLE);
647
648         this.model = "";
649         FixPlayermodel(this);
650         this.drawonlytoclient = NULL;
651
652         this.viewloc = NULL;
653
654         for(int slot = 0; slot < MAX_AXH; ++slot)
655         {
656                 entity axh = this.(AuxiliaryXhair[slot]);
657                 this.(AuxiliaryXhair[slot]) = NULL;
658
659                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
660                         delete(axh);
661         }
662
663         this.spawnpoint_targ = NULL;
664
665         this.crouch = false;
666         this.view_ofs = STAT(PL_VIEW_OFS, this);
667         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
668         this.spawnorigin = spot.origin;
669         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
670         // don't reset back to last position, even if new position is stuck in solid
671         this.oldorigin = this.origin;
672         if(this.conveyor)
673                 IL_REMOVE(g_conveyed, this);
674         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
675         STAT(HUD, this) = HUD_NORMAL;
676
677         this.event_damage = PlayerDamage;
678         this.event_heal = PlayerHeal;
679
680         if(!this.bot_attack)
681                 IL_PUSH(g_bot_targets, this);
682         this.bot_attack = true;
683         if(!this.monster_attack)
684                 IL_PUSH(g_monster_targets, this);
685         this.monster_attack = true;
686         navigation_dynamicgoal_init(this, false);
687
688         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
689
690         // player was spectator
691         if (CS(this).killcount == FRAGS_SPECTATOR) {
692                 PlayerScore_Clear(this);
693                 CS(this).killcount = 0;
694                 CS(this).startplaytime = time;
695         }
696
697         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
698         {
699                 .entity weaponentity = weaponentities[slot];
700                 entity oldwep = this.(weaponentity);
701                 CL_SpawnWeaponentity(this, weaponentity);
702                 if(oldwep && oldwep.owner == this)
703                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
704         }
705         this.alpha = default_player_alpha;
706         this.colormod = '1 1 1' * autocvar_g_player_brightness;
707         this.exteriorweaponentity.alpha = default_weapon_alpha;
708
709         this.speedrunning = false;
710
711         target_voicescript_clear(this);
712
713         // reset fields the weapons may use
714         FOREACH(Weapons, true, {
715                 it.wr_resetplayer(it, this);
716                         // reload all reloadable weapons
717                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
718                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
719                         {
720                                 .entity weaponentity = weaponentities[slot];
721                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
722                         }
723                 }
724         });
725
726         {
727                 string s = spot.target;
728                 spot.target = string_null;
729                 SUB_UseTargets(spot, this, NULL);
730                 spot.target = s;
731         }
732
733         Unfreeze(this);
734
735         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
736
737         if (autocvar_spawn_debug)
738         {
739                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
740                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
741         }
742
743         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
744         {
745                 .entity weaponentity = weaponentities[slot];
746                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
747                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
748                 else
749                         this.(weaponentity).m_switchweapon = WEP_Null;
750                 this.(weaponentity).m_weapon = WEP_Null;
751                 this.(weaponentity).weaponname = "";
752                 this.(weaponentity).m_switchingweapon = WEP_Null;
753                 this.(weaponentity).cnt = -1;
754
755                 W_WeaponFrame(this, weaponentity);
756         }
757
758         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
759
760         if (!warmup_stage && !this.alivetime)
761                 this.alivetime = time;
762
763         antilag_clear(this, CS(this));
764 }
765
766 /** Called when a client spawns in the server */
767 void PutClientInServer(entity this)
768 {
769         if (IS_BOT_CLIENT(this)) {
770                 TRANSMUTE(Player, this);
771         } else if (IS_REAL_CLIENT(this)) {
772                 msg_entity = this;
773                 WriteByte(MSG_ONE, SVC_SETVIEW);
774                 WriteEntity(MSG_ONE, this);
775         }
776         if (game_stopped)
777                 TRANSMUTE(Observer, this);
778
779         SetSpectatee(this, NULL);
780
781         // reset player keys
782         if(PS(this))
783                 PS(this).itemkeys = 0;
784
785         MUTATOR_CALLHOOK(PutClientInServer, this);
786
787         if (IS_OBSERVER(this)) {
788                 PutObserverInServer(this);
789         } else if (IS_PLAYER(this)) {
790                 PutPlayerInServer(this);
791         }
792 }
793
794 // TODO do we need all these fields, or should we stop autodetecting runtime
795 // changes and just have a console command to update this?
796 bool ClientInit_SendEntity(entity this, entity to, int sf)
797 {
798         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
799         return = true;
800         msg_entity = to;
801         // MSG_INIT replacement
802         // TODO: make easier to use
803         Registry_send_all();
804         W_PROP_reload(MSG_ONE, to);
805         ClientInit_misc(this);
806         MUTATOR_CALLHOOK(Ent_Init);
807 }
808 void ClientInit_misc(entity this)
809 {
810         int channel = MSG_ONE;
811         WriteHeader(channel, ENT_CLIENT_INIT);
812         WriteByte(channel, g_nexball_meter_period * 32);
813         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
814         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
815         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
816         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
817         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
818         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
819         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
820         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
821
822         if(sv_foginterval && world.fog != "")
823                 WriteString(channel, world.fog);
824         else
825                 WriteString(channel, "");
826         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
827         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
828         WriteByte(channel, serverflags);
829         WriteCoord(channel, autocvar_g_trueaim_minrange);
830 }
831
832 void ClientInit_CheckUpdate(entity this)
833 {
834         this.nextthink = time;
835         if(this.count != autocvar_g_balance_armor_blockpercent)
836         {
837                 this.count = autocvar_g_balance_armor_blockpercent;
838                 this.SendFlags |= 1;
839         }
840         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
841         {
842                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
843                 this.SendFlags |= 1;
844         }
845 }
846
847 void ClientInit_Spawn()
848 {
849         entity e = new_pure(clientinit);
850         setthink(e, ClientInit_CheckUpdate);
851         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
852
853         ClientInit_CheckUpdate(e);
854 }
855
856 /*
857 =============
858 SetNewParms
859 =============
860 */
861 void SetNewParms ()
862 {
863         // initialize parms for a new player
864         parm1 = -(86400 * 366);
865
866         MUTATOR_CALLHOOK(SetNewParms);
867 }
868
869 /*
870 =============
871 SetChangeParms
872 =============
873 */
874 void SetChangeParms (entity this)
875 {
876         // save parms for level change
877         parm1 = CS(this).parm_idlesince - time;
878
879         MUTATOR_CALLHOOK(SetChangeParms);
880 }
881
882 /*
883 =============
884 DecodeLevelParms
885 =============
886 */
887 void DecodeLevelParms(entity this)
888 {
889         // load parms
890         CS(this).parm_idlesince = parm1;
891         if (CS(this).parm_idlesince == -(86400 * 366))
892                 CS(this).parm_idlesince = time;
893
894         // whatever happens, allow 60 seconds of idling directly after connect for map loading
895         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
896
897         MUTATOR_CALLHOOK(DecodeLevelParms);
898 }
899
900 /*
901 =============
902 ClientKill
903
904 Called when a client types 'kill' in the console
905 =============
906 */
907
908 .float clientkill_nexttime;
909 void ClientKill_Now_TeamChange(entity this)
910 {
911         if(this.killindicator_teamchange == -1)
912         {
913                 JoinBestTeam( this, true );
914         }
915         else if(this.killindicator_teamchange == -2)
916         {
917                 if(blockSpectators)
918                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
919                 PutObserverInServer(this);
920         }
921         else
922                 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
923         this.killindicator_teamchange = 0;
924 }
925
926 void ClientKill_Now(entity this)
927 {
928         if(this.vehicle)
929         {
930             vehicles_exit(this.vehicle, VHEF_RELEASE);
931             if(!this.killindicator_teamchange)
932             {
933             this.vehicle_health = -1;
934             Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
935             }
936         }
937
938         if(this.killindicator && !wasfreed(this.killindicator))
939                 delete(this.killindicator);
940
941         this.killindicator = NULL;
942
943         if(this.killindicator_teamchange)
944                 ClientKill_Now_TeamChange(this);
945
946         if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
947         {
948                 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
949         }
950
951         // now I am sure the player IS dead
952 }
953 void KillIndicator_Think(entity this)
954 {
955         if (game_stopped)
956         {
957                 this.owner.killindicator = NULL;
958                 delete(this);
959                 return;
960         }
961
962         if (this.owner.alpha < 0 && !this.owner.vehicle)
963         {
964                 this.owner.killindicator = NULL;
965                 delete(this);
966                 return;
967         }
968
969         if(this.cnt <= 0)
970         {
971                 ClientKill_Now(this.owner);
972                 return;
973         }
974     else if(this.count == 1) // count == 1 means that it's silent
975     {
976         this.nextthink = time + 1;
977         this.cnt -= 1;
978     }
979         else
980         {
981                 if(this.cnt <= 10)
982                         setmodel(this, MDL_NUM(this.cnt));
983                 if(IS_REAL_CLIENT(this.owner))
984                 {
985                         if(this.cnt <= 10)
986                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
987                 }
988                 this.nextthink = time + 1;
989                 this.cnt -= 1;
990         }
991 }
992
993 float clientkilltime;
994 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
995 {
996         float killtime;
997         float starttime;
998
999         if (game_stopped)
1000                 return;
1001
1002         killtime = autocvar_g_balance_kill_delay;
1003
1004     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1005         return;
1006     killtime = M_ARGV(1, float);
1007
1008         this.killindicator_teamchange = targetteam;
1009
1010     if(!this.killindicator)
1011         {
1012                 if(!IS_DEAD(this))
1013                 {
1014                         killtime = max(killtime, this.clientkill_nexttime - time);
1015                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1016                 }
1017
1018                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1019                 {
1020                         ClientKill_Now(this);
1021                 }
1022                 else
1023                 {
1024                         starttime = max(time, clientkilltime);
1025
1026                         this.killindicator = spawn();
1027                         this.killindicator.owner = this;
1028                         this.killindicator.scale = 0.5;
1029                         setattachment(this.killindicator, this, "");
1030                         setorigin(this.killindicator, '0 0 52');
1031                         setthink(this.killindicator, KillIndicator_Think);
1032                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1033                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1034                         this.killindicator.cnt = ceil(killtime);
1035                         this.killindicator.count = bound(0, ceil(killtime), 10);
1036                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1037
1038                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1039                         {
1040                                 it.killindicator = spawn();
1041                                 it.killindicator.owner = it;
1042                                 it.killindicator.scale = 0.5;
1043                                 setattachment(it.killindicator, it, "");
1044                                 setorigin(it.killindicator, '0 0 52');
1045                                 setthink(it.killindicator, KillIndicator_Think);
1046                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1047                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1048                                 it.killindicator.cnt = ceil(killtime);
1049                         });
1050                         this.lip = 0;
1051                 }
1052         }
1053         if(this.killindicator)
1054         {
1055                 if(targetteam == 0) // just die
1056                 {
1057                         this.killindicator.colormod = '0 0 0';
1058                         if(IS_REAL_CLIENT(this))
1059                         if(this.killindicator.cnt > 0)
1060                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1061                 }
1062                 else if(targetteam == -1) // auto
1063                 {
1064                         this.killindicator.colormod = '0 1 0';
1065                         if(IS_REAL_CLIENT(this))
1066                         if(this.killindicator.cnt > 0)
1067                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1068                 }
1069                 else if(targetteam == -2) // spectate
1070                 {
1071                         this.killindicator.colormod = '0.5 0.5 0.5';
1072                         if(IS_REAL_CLIENT(this))
1073                         if(this.killindicator.cnt > 0)
1074                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1075                 }
1076                 else
1077                 {
1078                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1079                         if(IS_REAL_CLIENT(this))
1080                         if(this.killindicator.cnt > 0)
1081                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1082                 }
1083         }
1084
1085 }
1086
1087 void ClientKill (entity this)
1088 {
1089         // TODO: once .health is removed, will need to check it here for the "already dead" message!
1090
1091         if(game_stopped) return;
1092         if(this.player_blocked) return;
1093         if(STAT(FROZEN, this)) return;
1094
1095         ClientKill_TeamChange(this, 0);
1096 }
1097
1098 void FixClientCvars(entity e)
1099 {
1100         // send prediction settings to the client
1101         stuffcmd(e, "\nin_bindmap 0 0\n");
1102         if(autocvar_g_antilag == 3) // client side hitscan
1103                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1104         if(autocvar_sv_gentle)
1105                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1106
1107         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1108         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1109
1110         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1111
1112         MUTATOR_CALLHOOK(FixClientCvars, e);
1113 }
1114
1115 bool findinlist_abbrev(string tofind, string list)
1116 {
1117         if(list == "" || tofind == "")
1118                 return false; // empty list or search, just return
1119
1120         // this function allows abbreviated strings!
1121         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1122         {
1123                 return true;
1124         });
1125
1126         return false;
1127 }
1128
1129 bool PlayerInIPList(entity p, string iplist)
1130 {
1131         // some safety checks (never allow local?)
1132         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1133                 return false;
1134
1135         return findinlist_abbrev(p.netaddress, iplist);
1136 }
1137
1138 bool PlayerInIDList(entity p, string idlist)
1139 {
1140         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1141         if(!p.crypto_idfp)
1142                 return false;
1143
1144         return findinlist_abbrev(p.crypto_idfp, idlist);
1145 }
1146
1147 bool PlayerInList(entity player, string list)
1148 {
1149         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1150 }
1151
1152 #ifdef DP_EXT_PRECONNECT
1153 /*
1154 =============
1155 ClientPreConnect
1156
1157 Called once (not at each match start) when a client begins a connection to the server
1158 =============
1159 */
1160 void ClientPreConnect(entity this)
1161 {
1162         if(autocvar_sv_eventlog)
1163         {
1164                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1165                         this.playerid,
1166                         etof(this),
1167                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1168                 ));
1169         }
1170 }
1171 #endif
1172
1173 /**
1174 =============
1175 ClientConnect
1176
1177 Called when a client connects to the server
1178 =============
1179 */
1180 void ClientConnect(entity this)
1181 {
1182         if (Ban_MaybeEnforceBanOnce(this)) return;
1183         assert(!IS_CLIENT(this), return);
1184         this.flags |= FL_CLIENT;
1185         assert(player_count >= 0, player_count = 0);
1186
1187 #ifdef WATERMARK
1188         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1189 #endif
1190         TRANSMUTE(Client, this);
1191         CS(this).version_nagtime = time + 10 + random() * 10;
1192
1193         // identify the right forced team
1194         if (autocvar_g_campaign)
1195         {
1196                 if (IS_REAL_CLIENT(this)) // only players, not bots
1197                 {
1198                         switch (autocvar_g_campaign_forceteam)
1199                         {
1200                                 case 1: this.team_forced = NUM_TEAM_1; break;
1201                                 case 2: this.team_forced = NUM_TEAM_2; break;
1202                                 case 3: this.team_forced = NUM_TEAM_3; break;
1203                                 case 4: this.team_forced = NUM_TEAM_4; break;
1204                                 default: this.team_forced = 0;
1205                         }
1206                 }
1207         }
1208         else if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1209         else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1210         else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1211         else if (PlayerInList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1212         else switch (autocvar_g_forced_team_otherwise)
1213         {
1214                 default: this.team_forced = 0; break;
1215                 case "red": this.team_forced = NUM_TEAM_1; break;
1216                 case "blue": this.team_forced = NUM_TEAM_2; break;
1217                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1218                 case "pink": this.team_forced = NUM_TEAM_4; break;
1219                 case "spectate":
1220                 case "spectator":
1221                         this.team_forced = -1;
1222                         break;
1223         }
1224         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1225
1226         int playerid_save = this.playerid;
1227         this.playerid = 0; // silent
1228         JoinBestTeam(this, false); // if the team number is valid, keep it
1229         this.playerid = playerid_save;
1230
1231         TRANSMUTE(Observer, this);
1232
1233         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1234
1235         // always track bots, don't ask for cl_allow_uidtracking
1236         if (IS_BOT_CLIENT(this))
1237                 PlayerStats_GameReport_AddPlayer(this);
1238         else
1239                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1240
1241         if (autocvar_sv_eventlog)
1242                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1243
1244         LogTeamchange(this.playerid, this.team, 1);
1245
1246         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1247
1248         if(teamplay && IS_PLAYER(this))
1249                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1250         else
1251                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1252
1253         stuffcmd(this, clientstuff, "\n");
1254         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1255
1256         FixClientCvars(this);
1257
1258         // get version info from player
1259         stuffcmd(this, "cmd clientversion $gameversion\n");
1260
1261         // notify about available teams
1262         if (teamplay)
1263         {
1264                 CheckAllowedTeams(this);
1265                 int t = 0;
1266                 if (c1 >= 0) t |= BIT(0);
1267                 if (c2 >= 0) t |= BIT(1);
1268                 if (c3 >= 0) t |= BIT(2);
1269                 if (c4 >= 0) t |= BIT(3);
1270                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1271         }
1272         else
1273         {
1274                 stuffcmd(this, "set _teams_available 0\n");
1275         }
1276
1277         bot_relinkplayerlist();
1278
1279         CS(this).spectatortime = time;
1280         if (blockSpectators)
1281         {
1282                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1283         }
1284
1285         CS(this).jointime = time;
1286
1287         if (IS_REAL_CLIENT(this))
1288         {
1289                 if (g_weaponarena_weapons == WEPSET(TUBA))
1290                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1291         }
1292
1293         if (!sv_foginterval && world.fog != "")
1294                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1295
1296         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1297                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1298                         send_CSQC_teamnagger();
1299
1300         CSQCMODEL_AUTOINIT(this);
1301
1302         CS(this).model_randomizer = random();
1303
1304         if (IS_REAL_CLIENT(this))
1305                 sv_notice_join(this);
1306
1307         // update physics stats (players can spawn before physics runs)
1308         Physics_UpdateStats(this);
1309
1310         IL_EACH(g_initforplayer, it.init_for_player, {
1311                 it.init_for_player(it, this);
1312         });
1313
1314         Handicap_Initialize(this);
1315
1316         MUTATOR_CALLHOOK(ClientConnect, this);
1317
1318         if (IS_REAL_CLIENT(this))
1319         {
1320                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1321                 {
1322                         CS(this).motd_actived_time = -1;
1323                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1324                 }
1325         }
1326 }
1327 /*
1328 =============
1329 ClientDisconnect
1330
1331 Called when a client disconnects from the server
1332 =============
1333 */
1334 .entity chatbubbleentity;
1335 void ClientDisconnect(entity this)
1336 {
1337         assert(IS_CLIENT(this), return);
1338
1339         PlayerStats_GameReport_FinalizePlayer(this);
1340         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1341         if (CS(this).active_minigame) part_minigame(this);
1342         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1343
1344         if (autocvar_sv_eventlog)
1345                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1346
1347         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1348
1349         if(IS_SPEC(this))
1350                 SetSpectatee(this, NULL);
1351
1352     MUTATOR_CALLHOOK(ClientDisconnect, this);
1353
1354         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1355         strfree(CS(this).weaponorder_byimpulse);
1356         ClientState_detach(this);
1357
1358         Portal_ClearAll(this);
1359
1360         Unfreeze(this);
1361
1362         RemoveGrapplingHooks(this);
1363
1364         // Here, everything has been done that requires this player to be a client.
1365
1366         this.flags &= ~FL_CLIENT;
1367
1368         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1369         if (this.killindicator) delete(this.killindicator);
1370
1371         WaypointSprite_PlayerGone(this);
1372
1373         bot_relinkplayerlist();
1374
1375         strfree(this.clientstatus);
1376         if (this.personal) delete(this.personal);
1377
1378         this.playerid = 0;
1379         ReadyCount();
1380         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1381
1382         ONREMOVE(this);
1383 }
1384
1385 void ChatBubbleThink(entity this)
1386 {
1387         this.nextthink = time;
1388         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1389         {
1390                 if(this.owner) // but why can that ever be NULL?
1391                         this.owner.chatbubbleentity = NULL;
1392                 delete(this);
1393                 return;
1394         }
1395
1396         this.mdl = "";
1397
1398         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1399         {
1400                 if ( CS(this.owner).active_minigame )
1401                         this.mdl = "models/sprites/minigame_busy.iqm";
1402                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1403                         this.mdl = "models/misc/chatbubble.spr";
1404         }
1405
1406         if ( this.model != this.mdl )
1407                 _setmodel(this, this.mdl);
1408
1409 }
1410
1411 void UpdateChatBubble(entity this)
1412 {
1413         if (this.alpha < 0)
1414                 return;
1415         // spawn a chatbubble entity if needed
1416         if (!this.chatbubbleentity)
1417         {
1418                 this.chatbubbleentity = new(chatbubbleentity);
1419                 this.chatbubbleentity.owner = this;
1420                 this.chatbubbleentity.exteriormodeltoclient = this;
1421                 setthink(this.chatbubbleentity, ChatBubbleThink);
1422                 this.chatbubbleentity.nextthink = time;
1423                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1424                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1425                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1426                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1427                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1428                 //this.chatbubbleentity.model = "";
1429                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1430         }
1431 }
1432
1433
1434 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1435 // added to the model skins
1436 /*void UpdateColorModHack()
1437 {
1438         float c;
1439         c = this.clientcolors & 15;
1440         // LordHavoc: only bothering to support white, green, red, yellow, blue
1441              if (!teamplay) this.colormod = '0 0 0';
1442         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1443         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1444         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1445         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1446         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1447         else this.colormod = '1 1 1';
1448 }*/
1449
1450 void respawn(entity this)
1451 {
1452         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1453         {
1454                 this.solid = SOLID_NOT;
1455                 this.takedamage = DAMAGE_NO;
1456                 set_movetype(this, MOVETYPE_FLY);
1457                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1458                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1459                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1460                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1461                 if(autocvar_g_respawn_ghosts_maxtime)
1462                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1463         }
1464
1465         CopyBody(this, 1);
1466
1467         this.effects |= EF_NODRAW; // prevent another CopyBody
1468         PutClientInServer(this);
1469 }
1470
1471 void PrintToChat(entity client, string text)
1472 {
1473         text = strcat("\{1}^7", text, "\n");
1474         sprint(client, text);
1475 }
1476
1477 void DebugPrintToChat(entity client, string text)
1478 {
1479         if (autocvar_developer)
1480         {
1481                 PrintToChat(client, text);
1482         }
1483 }
1484
1485 void PrintToChatAll(string text)
1486 {
1487         text = strcat("\{1}^7", text, "\n");
1488         bprint(text);
1489 }
1490
1491 void DebugPrintToChatAll(string text)
1492 {
1493         if (autocvar_developer)
1494         {
1495                 PrintToChatAll(text);
1496         }
1497 }
1498
1499 void PrintToChatTeam(int team_num, string text)
1500 {
1501         text = strcat("\{1}^7", text, "\n");
1502         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1503         {
1504                 if (it.team == team_num)
1505                 {
1506                         sprint(it, text);
1507                 }
1508         });
1509 }
1510
1511 void DebugPrintToChatTeam(int team_num, string text)
1512 {
1513         if (autocvar_developer)
1514         {
1515                 PrintToChatTeam(team_num, text);
1516         }
1517 }
1518
1519 void play_countdown(entity this, float finished, Sound samp)
1520 {
1521     TC(Sound, samp);
1522         if(IS_REAL_CLIENT(this))
1523                 if(floor(finished - time - frametime) != floor(finished - time))
1524                         if(finished - time < 6)
1525                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1526 }
1527
1528 void player_powerups(entity this)
1529 {
1530         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1531         int items_prev = this.items;
1532
1533         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1534                 this.modelflags |= MF_ROCKET;
1535         else
1536                 this.modelflags &= ~MF_ROCKET;
1537
1538         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1539
1540         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1541                 return;
1542
1543         Fire_ApplyDamage(this);
1544         Fire_ApplyEffect(this);
1545
1546         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1547         {
1548                 if (this.items & ITEM_Strength.m_itemid)
1549                 {
1550                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1551                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1552                         if (time > this.strength_finished)
1553                         {
1554                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1555                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1556                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1557                         }
1558                 }
1559                 else
1560                 {
1561                         if (time < this.strength_finished)
1562                         {
1563                                 this.items = this.items | ITEM_Strength.m_itemid;
1564                                 if(!g_cts)
1565                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1566                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1567                         }
1568                 }
1569                 if (this.items & ITEM_Shield.m_itemid)
1570                 {
1571                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1572                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1573                         if (time > this.invincible_finished)
1574                         {
1575                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1576                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1577                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1578                         }
1579                 }
1580                 else
1581                 {
1582                         if (time < this.invincible_finished)
1583                         {
1584                                 this.items = this.items | ITEM_Shield.m_itemid;
1585                                 if(!g_cts)
1586                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1587                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1588                         }
1589                 }
1590                 if (this.items & IT_SUPERWEAPON)
1591                 {
1592                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1593                         {
1594                                 this.superweapons_finished = 0;
1595                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1596                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1597                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1598                         }
1599                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1600                         {
1601                                 // don't let them run out
1602                         }
1603                         else
1604                         {
1605                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1606                                 if (time > this.superweapons_finished)
1607                                 {
1608                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1609                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1610                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1611                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1612                                 }
1613                         }
1614                 }
1615                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1616                 {
1617                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1618                         {
1619                                 this.items = this.items | IT_SUPERWEAPON;
1620                                 if(!g_cts)
1621                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1622                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1623                         }
1624                         else
1625                         {
1626                                 this.superweapons_finished = 0;
1627                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1628                         }
1629                 }
1630                 else
1631                 {
1632                         this.superweapons_finished = 0;
1633                 }
1634         }
1635
1636         if(autocvar_g_nodepthtestplayers)
1637                 this.effects = this.effects | EF_NODEPTHTEST;
1638
1639         if(autocvar_g_fullbrightplayers)
1640                 this.effects = this.effects | EF_FULLBRIGHT;
1641
1642         if (time >= game_starttime)
1643         if (time < this.spawnshieldtime)
1644                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1645
1646         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1647 }
1648
1649 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1650 {
1651         if(current > stable)
1652                 return current;
1653         else if(current > stable - 0.25) // when close enough, "snap"
1654                 return stable;
1655         else
1656                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1657 }
1658
1659 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1660 {
1661         if(current < stable)
1662                 return current;
1663         else if(current < stable + 0.25) // when close enough, "snap"
1664                 return stable;
1665         else
1666                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1667 }
1668
1669 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1670 {
1671         if(current > rotstable)
1672         {
1673                 if(rotframetime > 0)
1674                 {
1675                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1676                         current = max(rotstable, current - rotlinear * rotframetime);
1677                 }
1678         }
1679         else if(current < regenstable)
1680         {
1681                 if(regenframetime > 0)
1682                 {
1683                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1684                         current = min(regenstable, current + regenlinear * regenframetime);
1685                 }
1686         }
1687
1688         if(current > limit)
1689                 current = limit;
1690
1691         return current;
1692 }
1693
1694 void player_regen(entity this)
1695 {
1696         float max_mod, regen_mod, rot_mod, limit_mod;
1697         max_mod = regen_mod = rot_mod = limit_mod = 1;
1698
1699         float regen_health = autocvar_g_balance_health_regen;
1700         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1701         float regen_health_rot = autocvar_g_balance_health_rot;
1702         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1703         float regen_health_stable = autocvar_g_balance_health_regenstable;
1704         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1705         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1706                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1707         max_mod = M_ARGV(1, float);
1708         regen_mod = M_ARGV(2, float);
1709         rot_mod = M_ARGV(3, float);
1710         limit_mod = M_ARGV(4, float);
1711         regen_health = M_ARGV(5, float);
1712         regen_health_linear = M_ARGV(6, float);
1713         regen_health_rot = M_ARGV(7, float);
1714         regen_health_rotlinear = M_ARGV(8, float);
1715         regen_health_stable = M_ARGV(9, float);
1716         regen_health_rotstable = M_ARGV(10, float);
1717
1718         if(!mutator_returnvalue)
1719         if(!STAT(FROZEN, this))
1720         {
1721                 float mina, maxa, limith, limita;
1722                 maxa = autocvar_g_balance_armor_rotstable;
1723                 mina = autocvar_g_balance_armor_regenstable;
1724                 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1725                 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1726
1727                 regen_health_rotstable = regen_health_rotstable * max_mod;
1728                 regen_health_stable = regen_health_stable * max_mod;
1729                 limith = limith * limit_mod;
1730                 limita = limita * limit_mod;
1731
1732                 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
1733                                                                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1734                                                                         rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1735                 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1736                                                                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1737                                                                         rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1738         }
1739
1740         // if player rotted to death...  die!
1741         // check this outside above checks, as player may still be able to rot to death
1742         if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1743         {
1744                 if(this.vehicle)
1745                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1746                 if(this.event_damage)
1747                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1748         }
1749
1750         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1751         {
1752                 float minf, maxf, limitf;
1753
1754                 maxf = autocvar_g_balance_fuel_rotstable;
1755                 minf = autocvar_g_balance_fuel_regenstable;
1756                 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1757
1758                 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
1759                                                                                 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1760                                                                                 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1761         }
1762 }
1763
1764 bool zoomstate_set;
1765 void SetZoomState(entity this, float newzoom)
1766 {
1767         if(newzoom != CS(this).zoomstate)
1768         {
1769                 CS(this).zoomstate = newzoom;
1770                 ClientData_Touch(this);
1771         }
1772         zoomstate_set = true;
1773 }
1774
1775 void GetPressedKeys(entity this)
1776 {
1777         MUTATOR_CALLHOOK(GetPressedKeys, this);
1778         int keys = STAT(PRESSED_KEYS, this);
1779         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1780         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1781         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1782         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1783
1784         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1785         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1786         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1787         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1788         CS(this).pressedkeys = keys; // store for other users
1789
1790         STAT(PRESSED_KEYS, this) = keys;
1791 }
1792
1793 /*
1794 ======================
1795 spectate mode routines
1796 ======================
1797 */
1798
1799 void SpectateCopy(entity this, entity spectatee)
1800 {
1801     TC(Client, this); TC(Client, spectatee);
1802
1803         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1804         PS(this) = PS(spectatee);
1805         this.armortype = spectatee.armortype;
1806         SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1807         SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1808         SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1809         SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1810         SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1811         SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1812         SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1813         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1814         SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1815         CS(this).impulse = 0;
1816         this.items = spectatee.items;
1817         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1818         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1819         this.strength_finished = spectatee.strength_finished;
1820         this.invincible_finished = spectatee.invincible_finished;
1821         this.superweapons_finished = spectatee.superweapons_finished;
1822         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1823         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1824         this.punchangle = spectatee.punchangle;
1825         this.view_ofs = spectatee.view_ofs;
1826         this.velocity = spectatee.velocity;
1827         this.dmg_take = spectatee.dmg_take;
1828         this.dmg_save = spectatee.dmg_save;
1829         this.dmg_inflictor = spectatee.dmg_inflictor;
1830         this.v_angle = spectatee.v_angle;
1831         this.angles = spectatee.v_angle;
1832         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1833         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1834         this.viewloc = spectatee.viewloc;
1835         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1836                 this.fixangle = true;
1837         setorigin(this, spectatee.origin);
1838         setsize(this, spectatee.mins, spectatee.maxs);
1839         SetZoomState(this, CS(spectatee).zoomstate);
1840
1841     anticheat_spectatecopy(this, spectatee);
1842         STAT(HUD, this) = STAT(HUD, spectatee);
1843         if(spectatee.vehicle)
1844     {
1845         this.angles = spectatee.v_angle;
1846
1847         //this.fixangle = false;
1848         //this.velocity = spectatee.vehicle.velocity;
1849         this.vehicle_health = spectatee.vehicle_health;
1850         this.vehicle_shield = spectatee.vehicle_shield;
1851         this.vehicle_energy = spectatee.vehicle_energy;
1852         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1853         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1854         this.vehicle_reload1 = spectatee.vehicle_reload1;
1855         this.vehicle_reload2 = spectatee.vehicle_reload2;
1856
1857         //msg_entity = this;
1858
1859        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1860             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1861            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1862            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1863
1864         //WriteByte (MSG_ONE, SVC_SETVIEW);
1865         //    WriteEntity(MSG_ONE, this);
1866         //makevectors(spectatee.v_angle);
1867         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1868     }
1869 }
1870
1871 bool SpectateUpdate(entity this)
1872 {
1873         if(!this.enemy)
1874                 return false;
1875
1876         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1877         {
1878                 SetSpectatee(this, NULL);
1879                 return false;
1880         }
1881
1882         SpectateCopy(this, this.enemy);
1883
1884         return true;
1885 }
1886
1887 bool SpectateSet(entity this)
1888 {
1889         if(!IS_PLAYER(this.enemy))
1890                 return false;
1891
1892         ClientData_Touch(this.enemy);
1893
1894         msg_entity = this;
1895         WriteByte(MSG_ONE, SVC_SETVIEW);
1896         WriteEntity(MSG_ONE, this.enemy);
1897         set_movetype(this, MOVETYPE_NONE);
1898         accuracy_resend(this);
1899
1900         if(!SpectateUpdate(this))
1901                 PutObserverInServer(this);
1902
1903         return true;
1904 }
1905
1906 void SetSpectatee_status(entity this, int spectatee_num)
1907 {
1908         int oldspectatee_status = CS(this).spectatee_status;
1909         CS(this).spectatee_status = spectatee_num;
1910
1911         if (CS(this).spectatee_status != oldspectatee_status)
1912         {
1913                 ClientData_Touch(this);
1914                 if (g_race || g_cts) race_InitSpectator();
1915         }
1916 }
1917
1918 void SetSpectatee(entity this, entity spectatee)
1919 {
1920         if(IS_BOT_CLIENT(this))
1921                 return; // bots abuse .enemy, this code is useless to them
1922
1923         entity old_spectatee = this.enemy;
1924
1925         this.enemy = spectatee;
1926
1927         // WEAPONTODO
1928         // these are required to fix the spectator bug with arc
1929         if(old_spectatee)
1930         {
1931                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1932                 {
1933                         .entity weaponentity = weaponentities[slot];
1934                         if(old_spectatee.(weaponentity).arc_beam)
1935                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1936                 }
1937         }
1938         if(this.enemy)
1939         {
1940                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1941                 {
1942                         .entity weaponentity = weaponentities[slot];
1943                         if(this.enemy.(weaponentity).arc_beam)
1944                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1945                 }
1946         }
1947
1948         if (this.enemy)
1949                 SetSpectatee_status(this, etof(this.enemy));
1950
1951         // needed to update spectator list
1952         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1953 }
1954
1955 bool Spectate(entity this, entity pl)
1956 {
1957         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1958                 return false;
1959         pl = M_ARGV(1, entity);
1960
1961         SetSpectatee(this, pl);
1962         return SpectateSet(this);
1963 }
1964
1965 bool SpectateNext(entity this)
1966 {
1967         entity ent = find(this.enemy, classname, STR_PLAYER);
1968
1969         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1970                 ent = M_ARGV(1, entity);
1971         else if (!ent)
1972                 ent = find(ent, classname, STR_PLAYER);
1973
1974         if(ent) { SetSpectatee(this, ent); }
1975
1976         return SpectateSet(this);
1977 }
1978
1979 bool SpectatePrev(entity this)
1980 {
1981         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1982         entity ent = findchain(classname, STR_PLAYER);
1983         if (!ent) // no player
1984                 return false;
1985
1986         entity first = ent;
1987         // skip players until current spectated player
1988         if(this.enemy)
1989         while(ent && ent != this.enemy)
1990                 ent = ent.chain;
1991
1992         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1993         {
1994                 case MUT_SPECPREV_FOUND:
1995                     ent = M_ARGV(1, entity);
1996                     break;
1997                 case MUT_SPECPREV_RETURN:
1998                     return true;
1999                 case MUT_SPECPREV_CONTINUE:
2000                 default:
2001                 {
2002                         if(ent.chain)
2003                                 ent = ent.chain;
2004                         else
2005                                 ent = first;
2006                         break;
2007                 }
2008         }
2009
2010         SetSpectatee(this, ent);
2011         return SpectateSet(this);
2012 }
2013
2014 /*
2015 =============
2016 ShowRespawnCountdown()
2017
2018 Update a respawn countdown display.
2019 =============
2020 */
2021 void ShowRespawnCountdown(entity this)
2022 {
2023         float number;
2024         if(!IS_DEAD(this)) // just respawned?
2025                 return;
2026         else
2027         {
2028                 number = ceil(this.respawn_time - time);
2029                 if(number <= 0)
2030                         return;
2031                 if(number <= this.respawn_countdown)
2032                 {
2033                         this.respawn_countdown = number - 1;
2034                         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
2035                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2036                 }
2037         }
2038 }
2039
2040 .bool team_selected;
2041 bool ShowTeamSelection(entity this)
2042 {
2043         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2044                 return false;
2045         stuffcmd(this, "menu_showteamselect\n");
2046         return true;
2047 }
2048 void Join(entity this)
2049 {
2050         TRANSMUTE(Player, this);
2051
2052         if(!this.team_selected)
2053         if(autocvar_g_campaign || autocvar_g_balance_teams)
2054                 JoinBestTeam(this, true);
2055
2056         if(autocvar_g_campaign)
2057                 campaign_bots_may_start = true;
2058
2059         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2060
2061         PutClientInServer(this);
2062
2063         if(IS_PLAYER(this))
2064         if(teamplay && this.team != -1)
2065                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2066         else
2067                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2068         this.team_selected = false;
2069 }
2070
2071 /**
2072  * Determines whether the player is allowed to join. This depends on cvar
2073  * g_maxplayers, if it isn't used this function always return true, otherwise
2074  * it checks whether the number of currently playing players exceeds g_maxplayers.
2075  * @return int number of free slots for players, 0 if none
2076  */
2077 int nJoinAllowed(entity this, entity ignore)
2078 {
2079         if(!ignore)
2080         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2081         // so report 0 free slots if restricted
2082         {
2083                 if(autocvar_g_forced_team_otherwise == "spectate")
2084                         return 0;
2085                 if(autocvar_g_forced_team_otherwise == "spectator")
2086                         return 0;
2087         }
2088
2089         if(this && this.team_forced < 0)
2090                 return 0; // forced spectators can never join
2091
2092         // TODO simplify this
2093         int totalClients = 0;
2094         int currentlyPlaying = 0;
2095         FOREACH_CLIENT(true, {
2096                 if(it != ignore)
2097                         ++totalClients;
2098                 if(IS_REAL_CLIENT(it))
2099                 if(IS_PLAYER(it) || it.caplayer)
2100                         ++currentlyPlaying;
2101         });
2102
2103         float free_slots = 0;
2104         if (!autocvar_g_maxplayers)
2105                 free_slots = maxclients - totalClients;
2106         else if(currentlyPlaying < autocvar_g_maxplayers)
2107                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2108
2109         static float join_prevent_msg_time = 0;
2110         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2111         {
2112                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2113                 join_prevent_msg_time = time + 3;
2114         }
2115
2116         return free_slots;
2117 }
2118
2119 /**
2120  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2121  * g_maxplayers_spectator_blocktime seconds
2122  */
2123 void checkSpectatorBlock(entity this)
2124 {
2125         if(IS_SPEC(this) || IS_OBSERVER(this))
2126         if(!this.caplayer)
2127         if(IS_REAL_CLIENT(this))
2128         {
2129                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2130                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2131                         dropclient(this);
2132                 }
2133         }
2134 }
2135
2136 void PrintWelcomeMessage(entity this)
2137 {
2138         if(CS(this).motd_actived_time == 0)
2139         {
2140                 if (autocvar_g_campaign) {
2141                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2142                                 CS(this).motd_actived_time = time;
2143                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2144                         }
2145                 } else {
2146                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2147                                 CS(this).motd_actived_time = time;
2148                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2149                         }
2150                 }
2151         }
2152         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2153         {
2154                 if (autocvar_g_campaign) {
2155                         if (PHYS_INPUT_BUTTON_INFO(this))
2156                                 CS(this).motd_actived_time = time;
2157                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2158                                 CS(this).motd_actived_time = 0;
2159                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2160                         }
2161                 } else {
2162                         if (PHYS_INPUT_BUTTON_INFO(this))
2163                                 CS(this).motd_actived_time = time;
2164                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2165                                 CS(this).motd_actived_time = 0;
2166                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2167                         }
2168                 }
2169         }
2170         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2171         {
2172                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2173                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2174                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2175                 {
2176                         // instanctly hide MOTD
2177                         CS(this).motd_actived_time = 0;
2178                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2179                 }
2180         }
2181 }
2182
2183 const int MIN_SPEC_TIME = 1;
2184 bool joinAllowed(entity this)
2185 {
2186         if (CS(this).version_mismatch) return false;
2187         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2188         if (!nJoinAllowed(this, this)) return false;
2189         if (teamplay && lockteams) return false;
2190         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2191         if (ShowTeamSelection(this)) return false;
2192         return true;
2193 }
2194
2195 .int items_added;
2196 .string shootfromfixedorigin;
2197 bool PlayerThink(entity this)
2198 {
2199         if (game_stopped || intermission_running) {
2200                 this.modelflags &= ~MF_ROCKET;
2201                 if(intermission_running)
2202                         IntermissionThink(this);
2203                 return false;
2204         }
2205
2206         if (timeout_status == TIMEOUT_ACTIVE) {
2207         // don't allow the player to turn around while game is paused
2208                 // FIXME turn this into CSQC stuff
2209                 this.v_angle = this.lastV_angle;
2210                 this.angles = this.lastV_angle;
2211                 this.fixangle = true;
2212         }
2213
2214         if (frametime) player_powerups(this);
2215
2216         if (IS_DEAD(this)) {
2217                 if (this.personal && g_race_qualifying) {
2218                         if (time > this.respawn_time) {
2219                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2220                                 respawn(this);
2221                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2222                         }
2223                 } else {
2224                         if (frametime) player_anim(this);
2225
2226                         if (this.respawn_flags & RESPAWN_DENY)
2227                         {
2228                                 STAT(RESPAWN_TIME, this) = 0;
2229                                 return false;
2230                         }
2231
2232                         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));
2233
2234                         switch(this.deadflag)
2235                         {
2236                                 case DEAD_DYING:
2237                                 {
2238                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2239                                                 this.deadflag = DEAD_RESPAWNING;
2240                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2241                                                 this.deadflag = DEAD_DEAD;
2242                                         break;
2243                                 }
2244                                 case DEAD_DEAD:
2245                                 {
2246                                         if (button_pressed)
2247                                                 this.deadflag = DEAD_RESPAWNABLE;
2248                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2249                                                 this.deadflag = DEAD_RESPAWNING;
2250                                         break;
2251                                 }
2252                                 case DEAD_RESPAWNABLE:
2253                                 {
2254                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2255                                                 this.deadflag = DEAD_RESPAWNING;
2256                                         break;
2257                                 }
2258                                 case DEAD_RESPAWNING:
2259                                 {
2260                                         if (time > this.respawn_time)
2261                                         {
2262                                                 this.respawn_time = time + 1; // only retry once a second
2263                                                 this.respawn_time_max = this.respawn_time;
2264                                                 respawn(this);
2265                                         }
2266                                         break;
2267                                 }
2268                         }
2269
2270                         ShowRespawnCountdown(this);
2271
2272                         if (this.respawn_flags & RESPAWN_SILENT)
2273                                 STAT(RESPAWN_TIME, this) = 0;
2274                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2275                         {
2276                                 if (time < this.respawn_time)
2277                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2278                                 else if (this.deadflag != DEAD_RESPAWNING)
2279                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2280                         }
2281                         else
2282                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2283                 }
2284
2285                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2286                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2287                         STAT(RESPAWN_TIME, this) *= -1;
2288
2289                 return false;
2290         }
2291
2292         FixPlayermodel(this);
2293
2294         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2295                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2296                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2297         }
2298
2299         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2300         //if(frametime)
2301         {
2302                 this.items &= ~this.items_added;
2303
2304                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2305                 {
2306                         .entity weaponentity = weaponentities[slot];
2307                         W_WeaponFrame(this, weaponentity);
2308                 }
2309
2310                 this.items_added = 0;
2311                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2312             this.items_added |= IT_FUEL;
2313
2314                 this.items |= this.items_added;
2315         }
2316
2317         player_regen(this);
2318
2319         // WEAPONTODO: Add a weapon request for this
2320         // rot vortex charge to the charge limit
2321         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2322         {
2323                 .entity weaponentity = weaponentities[slot];
2324                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2325                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2326         }
2327
2328         if (frametime) player_anim(this);
2329
2330         // secret status
2331         secrets_setstatus(this);
2332
2333         // monsters status
2334         monsters_setstatus(this);
2335
2336         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2337
2338         return true;
2339 }
2340
2341 .bool would_spectate;
2342 void ObserverThink(entity this)
2343 {
2344         if ( CS(this).impulse )
2345         {
2346                 MinigameImpulse(this, CS(this).impulse);
2347                 CS(this).impulse = 0;
2348         }
2349
2350         if (this.flags & FL_JUMPRELEASED) {
2351                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2352                         this.flags &= ~FL_JUMPRELEASED;
2353                         this.flags |= FL_SPAWNING;
2354                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2355                         this.flags &= ~FL_JUMPRELEASED;
2356                         if(SpectateNext(this)) {
2357                                 TRANSMUTE(Spectator, this);
2358                         }
2359                 } else {
2360                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2361                         set_movetype(this, preferred_movetype);
2362                 }
2363         } else {
2364                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2365                         this.flags |= FL_JUMPRELEASED;
2366                         if(this.flags & FL_SPAWNING)
2367                         {
2368                                 this.flags &= ~FL_SPAWNING;
2369                                 Join(this);
2370                                 return;
2371                         }
2372                 }
2373         }
2374 }
2375
2376 void SpectatorThink(entity this)
2377 {
2378         if ( CS(this).impulse )
2379         {
2380                 if(MinigameImpulse(this, CS(this).impulse))
2381                         CS(this).impulse = 0;
2382
2383                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2384                 {
2385                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2386                         CS(this).impulse = 0;
2387                         return;
2388                 }
2389         }
2390
2391         if (this.flags & FL_JUMPRELEASED) {
2392                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2393                         this.flags &= ~FL_JUMPRELEASED;
2394                         this.flags |= FL_SPAWNING;
2395                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2396                         this.flags &= ~FL_JUMPRELEASED;
2397                         if(SpectateNext(this)) {
2398                                 TRANSMUTE(Spectator, this);
2399                         } else {
2400                                 TRANSMUTE(Observer, this);
2401                                 PutClientInServer(this);
2402                         }
2403                         CS(this).impulse = 0;
2404                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2405                         this.flags &= ~FL_JUMPRELEASED;
2406                         if(SpectatePrev(this)) {
2407                                 TRANSMUTE(Spectator, this);
2408                         } else {
2409                                 TRANSMUTE(Observer, this);
2410                                 PutClientInServer(this);
2411                         }
2412                         CS(this).impulse = 0;
2413                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2414                         this.would_spectate = false;
2415                         this.flags &= ~FL_JUMPRELEASED;
2416                         TRANSMUTE(Observer, this);
2417                         PutClientInServer(this);
2418                 } else {
2419                         if(!SpectateUpdate(this))
2420                         {
2421                                 if(!SpectateNext(this))
2422                                 {
2423                                         PutObserverInServer(this);
2424                                         this.would_spectate = true;
2425                                 }
2426                         }
2427                 }
2428         } else {
2429                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2430                         this.flags |= FL_JUMPRELEASED;
2431                         if(this.flags & FL_SPAWNING)
2432                         {
2433                                 this.flags &= ~FL_SPAWNING;
2434                                 Join(this);
2435                                 return;
2436                         }
2437                 }
2438                 if(!SpectateUpdate(this))
2439                         PutObserverInServer(this);
2440         }
2441
2442         this.flags |= FL_CLIENT | FL_NOTARGET;
2443 }
2444
2445 void PlayerUseKey(entity this)
2446 {
2447         if (!IS_PLAYER(this))
2448                 return;
2449
2450         if(this.vehicle)
2451         {
2452                 if(!game_stopped)
2453                 {
2454                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2455                         return;
2456                 }
2457         }
2458         else if(autocvar_g_vehicles_enter)
2459         {
2460                 if(!STAT(FROZEN, this))
2461                 if(!IS_DEAD(this))
2462                 if(!game_stopped)
2463                 {
2464                         entity head, closest_target = NULL;
2465                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2466
2467                         while(head) // find the closest acceptable target to enter
2468                         {
2469                                 if(IS_VEHICLE(head))
2470                                 if(!IS_DEAD(head))
2471                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2472                                 if(head.takedamage != DAMAGE_NO)
2473                                 {
2474                                         if(closest_target)
2475                                         {
2476                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2477                                                 { closest_target = head; }
2478                                         }
2479                                         else { closest_target = head; }
2480                                 }
2481
2482                                 head = head.chain;
2483                         }
2484
2485                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2486                 }
2487         }
2488
2489         // a use key was pressed; call handlers
2490         MUTATOR_CALLHOOK(PlayerUseKey, this);
2491 }
2492
2493
2494 /*
2495 =============
2496 PlayerPreThink
2497
2498 Called every frame for each client before the physics are run
2499 =============
2500 */
2501 .float last_vehiclecheck;
2502 void PlayerPreThink (entity this)
2503 {
2504         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2505         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2506
2507         WarpZone_PlayerPhysics_FixVAngle(this);
2508
2509         if (frametime) {
2510                 // physics frames: update anticheat stuff
2511                 anticheat_prethink(this);
2512         }
2513
2514         if (blockSpectators && frametime) {
2515                 // WORKAROUND: only use dropclient in server frames (frametime set).
2516                 // Never use it in cl_movement frames (frametime zero).
2517                 checkSpectatorBlock(this);
2518         }
2519
2520         zoomstate_set = false;
2521
2522         // Check for nameless players
2523         if (this.netname == "" || this.netname != CS(this).netname_previous)
2524         {
2525                 bool assume_unchanged = (CS(this).netname_previous == "");
2526                 if (isInvisibleString(this.netname))
2527                 {
2528                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2529                         assume_unchanged = false;
2530                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2531                 }
2532                 if (!assume_unchanged && autocvar_sv_eventlog)
2533                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2534                 strcpy(CS(this).netname_previous, this.netname);
2535         }
2536
2537         // version nagging
2538         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2539         CS(this).version_nagtime = 0;
2540         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2541             // git client
2542         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2543             // git server
2544             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2545         } else {
2546             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2547             if (r < 0) { // old client
2548                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2549             } else if (r > 0) { // old server
2550                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2551             }
2552         }
2553     }
2554
2555         // GOD MODE info
2556         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2557         {
2558                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2559                 this.max_armorvalue = 0;
2560         }
2561
2562         if(IS_PLAYER(this))
2563         {
2564                 if (STAT(FROZEN, this) == 2)
2565                 {
2566                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2567                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2568                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2569
2570                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2571                                 Unfreeze(this);
2572                 }
2573                 else if (STAT(FROZEN, this) == 3)
2574                 {
2575                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2576                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2577
2578                         if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2579                         {
2580                                 if (this.vehicle)
2581                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2582                                 if(this.event_damage)
2583                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2584                         }
2585                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2586                                 Unfreeze(this);
2587                 }
2588         }
2589
2590         MUTATOR_CALLHOOK(PlayerPreThink, this);
2591
2592         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2593         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2594         {
2595                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2596                 {
2597                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2598                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2599                         {
2600                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2601                         }
2602                         else if(!it.owner)
2603                         {
2604                                 if(!it.team || SAME_TEAM(this, it))
2605                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2606                                 else if(autocvar_g_vehicles_steal)
2607                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2608                         }
2609                 });
2610
2611                 this.last_vehiclecheck = time + 1;
2612         }
2613
2614         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2615         {
2616                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2617                         PlayerUseKey(this);
2618                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2619         }
2620
2621         if (IS_REAL_CLIENT(this))
2622                 PrintWelcomeMessage(this);
2623
2624         if (IS_PLAYER(this)) {
2625                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2626                         error("Client can't be spawned as player on connection!");
2627                 if(!PlayerThink(this))
2628                         return;
2629         }
2630         else if (game_stopped || intermission_running) {
2631                 if(intermission_running)
2632                         IntermissionThink(this);
2633                 return;
2634         }
2635         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2636         {
2637                 CS(this).autojoin_checked = true;
2638                 // don't do this in ClientConnect
2639                 // many things can go wrong if a client is spawned as player on connection
2640                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2641                         || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2642                                 && (!teamplay || autocvar_g_balance_teams)))
2643                 {
2644                         campaign_bots_may_start = true;
2645                         Join(this);
2646                         return;
2647                 }
2648         }
2649         else if (IS_OBSERVER(this)) {
2650                 ObserverThink(this);
2651         }
2652         else if (IS_SPEC(this)) {
2653                 SpectatorThink(this);
2654         }
2655
2656         // WEAPONTODO: Add weapon request for this
2657         if (!zoomstate_set) {
2658                 bool wep_zoomed = false;
2659                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2660                 {
2661                         .entity weaponentity = weaponentities[slot];
2662                         Weapon thiswep = this.(weaponentity).m_weapon;
2663                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2664                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2665                 }
2666                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2667     }
2668
2669         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2670         {
2671                 CS(this).teamkill_soundtime = 0;
2672
2673                 entity e = CS(this).teamkill_soundsource;
2674                 entity oldpusher = e.pusher;
2675                 e.pusher = this;
2676                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2677                 e.pusher = oldpusher;
2678         }
2679
2680         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2681                 CS(this).taunt_soundtime = 0;
2682                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2683         }
2684
2685         target_voicescript_next(this);
2686
2687         // WEAPONTODO: Move into weaponsystem somehow
2688         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2689         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2690         {
2691                 .entity weaponentity = weaponentities[slot];
2692                 if(this.(weaponentity).m_weapon == WEP_Null)
2693                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2694         }
2695 }
2696
2697 void DrownPlayer(entity this)
2698 {
2699         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2700                 return;
2701
2702         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2703         {
2704                 if(this.air_finished < time)
2705                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2706                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2707         }
2708         else if (this.air_finished < time)
2709         {       // drown!
2710                 if (this.pain_finished < time)
2711                 {
2712                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2713                         this.pain_finished = time + 0.5;
2714                 }
2715         }
2716 }
2717
2718 .bool move_qcphysics;
2719
2720 void Player_Physics(entity this)
2721 {
2722         set_movetype(this, this.move_movetype);
2723
2724         if(!this.move_qcphysics)
2725                 return;
2726
2727         if(!frametime && !CS(this).pm_frametime)
2728                 return;
2729
2730         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2731
2732         CS(this).pm_frametime = 0;
2733 }
2734
2735 /*
2736 =============
2737 PlayerPostThink
2738
2739 Called every frame for each client after the physics are run
2740 =============
2741 */
2742 void PlayerPostThink (entity this)
2743 {
2744         Player_Physics(this);
2745
2746         if (sv_maxidle > 0)
2747         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2748         if (IS_REAL_CLIENT(this))
2749         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2750         {
2751                 int totalClients = 0;
2752                 if(sv_maxidle_slots > 0)
2753                 {
2754                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2755                         {
2756                                 ++totalClients;
2757                         });
2758                 }
2759
2760                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2761                 { /* do nothing */ }
2762                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2763                 {
2764                         if (CS(this).idlekick_lasttimeleft)
2765                         {
2766                                 CS(this).idlekick_lasttimeleft = 0;
2767                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2768                         }
2769                 }
2770                 else
2771                 {
2772                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2773                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2774                                 if (!CS(this).idlekick_lasttimeleft)
2775                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2776                         }
2777                         if (timeleft <= 0) {
2778                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2779                                 dropclient(this);
2780                                 return;
2781                         }
2782                         else if (timeleft <= 10) {
2783                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2784                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2785                 }
2786                                 CS(this).idlekick_lasttimeleft = timeleft;
2787                         }
2788                 }
2789         }
2790
2791         CheatFrame(this);
2792
2793         if (game_stopped)
2794         {
2795                 this.solid = SOLID_NOT;
2796                 this.takedamage = DAMAGE_NO;
2797                 set_movetype(this, MOVETYPE_NONE);
2798         }
2799
2800         if (IS_PLAYER(this)) {
2801                 if(this.death_time == time && IS_DEAD(this))
2802                 {
2803                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2804                         // once all the damage events of this frame have been processed with normal size
2805                         this.maxs.z = 5;
2806                         setsize(this, this.mins, this.maxs);
2807                 }
2808                 DrownPlayer(this);
2809                 UpdateChatBubble(this);
2810                 if (CS(this).impulse) ImpulseCommands(this);
2811                 if (game_stopped)
2812                 {
2813                         CSQCMODEL_AUTOUPDATE(this);
2814                         return;
2815                 }
2816                 GetPressedKeys(this);
2817         }
2818
2819         if (this.waypointsprite_attachedforcarrier) {
2820             vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2821                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2822     }
2823
2824         playerdemo_write(this);
2825
2826         CSQCMODEL_AUTOUPDATE(this);
2827 }
2828
2829 // hack to copy the button fields from the client entity to the Client State
2830 void PM_UpdateButtons(entity this, entity store)
2831 {
2832         if(this.impulse)
2833                 store.impulse = this.impulse;
2834         this.impulse = 0;
2835
2836         bool typing = this.buttonchat;
2837
2838         store.button0 = (typing) ? 0 : this.button0;
2839         //button1?!
2840         store.button2 = (typing) ? 0 : this.button2;
2841         store.button3 = (typing) ? 0 : this.button3;
2842         store.button4 = this.button4;
2843         store.button5 = (typing) ? 0 : this.button5;
2844         store.button6 = this.button6;
2845         store.button7 = this.button7;
2846         store.button8 = this.button8;
2847         store.button9 = this.button9;
2848         store.button10 = this.button10;
2849         store.button11 = this.button11;
2850         store.button12 = this.button12;
2851         store.button13 = this.button13;
2852         store.button14 = this.button14;
2853         store.button15 = this.button15;
2854         store.button16 = this.button16;
2855         store.buttonuse = this.buttonuse;
2856         store.buttonchat = this.buttonchat;
2857
2858         store.cursor_active = this.cursor_active;
2859         store.cursor_screen = this.cursor_screen;
2860         store.cursor_trace_start = this.cursor_trace_start;
2861         store.cursor_trace_endpos = this.cursor_trace_endpos;
2862         store.cursor_trace_ent = this.cursor_trace_ent;
2863
2864         store.ping = this.ping;
2865         store.ping_packetloss = this.ping_packetloss;
2866         store.ping_movementloss = this.ping_movementloss;
2867
2868         store.v_angle = this.v_angle;
2869         store.movement = (typing) ? '0 0 0' : this.movement;
2870 }
2871
2872 NET_HANDLE(fpsreport, bool)
2873 {
2874         int fps = ReadShort();
2875         PlayerScore_Set(sender, SP_FPS, fps);
2876         return true;
2877 }