]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
Merge branch 'master' into terencehill/bot_ai
[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(this.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         this.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.armorvalue = 666;
334         this.effects = 0;
335         this.armorvalue = autocvar_g_balance_armor_start;
336         this.pauserotarmor_finished = 0;
337         this.pauserothealth_finished = 0;
338         this.pauseregen_finished = 0;
339         this.damageforcescale = 0;
340         this.death_time = 0;
341         this.respawn_flags = 0;
342         this.respawn_time = 0;
343         STAT(RESPAWN_TIME, this) = 0;
344         this.alpha = 0;
345         this.scale = 0;
346         this.fade_time = 0;
347         this.pain_frame = 0;
348         this.pain_finished = 0;
349         this.strength_finished = 0;
350         this.invincible_finished = 0;
351         this.superweapons_finished = 0;
352         this.dphitcontentsmask = 0;
353         this.pushltime = 0;
354         this.istypefrag = 0;
355         setthink(this, func_null);
356         this.nextthink = 0;
357         this.deadflag = DEAD_NO;
358         this.crouch = false;
359         STAT(REVIVE_PROGRESS, this) = 0;
360         this.revival_time = 0;
361
362         this.items = 0;
363         STAT(WEAPONS, this) = '0 0 0';
364         this.drawonlytoclient = this;
365
366         this.viewloc = NULL;
367
368         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
369
370         this.weaponmodel = "";
371         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
372         {
373                 this.weaponentities[slot] = NULL;
374         }
375         this.exteriorweaponentity = NULL;
376         CS(this).killcount = FRAGS_SPECTATOR;
377         this.velocity = '0 0 0';
378         this.avelocity = '0 0 0';
379         this.punchangle = '0 0 0';
380         this.punchvector = '0 0 0';
381         this.oldvelocity = this.velocity;
382         this.fire_endtime = -1;
383         this.event_damage = 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                 this.health = warmup_start_health;
564                 this.armorvalue = 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                 this.health = start_health;
574                 this.armorvalue = 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
679         if(!this.bot_attack)
680                 IL_PUSH(g_bot_targets, this);
681         this.bot_attack = true;
682         if(!this.monster_attack)
683                 IL_PUSH(g_monster_targets, this);
684         this.monster_attack = true;
685         navigation_dynamicgoal_init(this, false);
686
687         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
688
689         // player was spectator
690         if (CS(this).killcount == FRAGS_SPECTATOR) {
691                 PlayerScore_Clear(this);
692                 CS(this).killcount = 0;
693                 CS(this).startplaytime = time;
694         }
695
696         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
697         {
698                 .entity weaponentity = weaponentities[slot];
699                 entity oldwep = this.(weaponentity);
700                 CL_SpawnWeaponentity(this, weaponentity);
701                 if(oldwep && oldwep.owner == this)
702                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
703         }
704         this.alpha = default_player_alpha;
705         this.colormod = '1 1 1' * autocvar_g_player_brightness;
706         this.exteriorweaponentity.alpha = default_weapon_alpha;
707
708         this.speedrunning = false;
709
710         target_voicescript_clear(this);
711
712         // reset fields the weapons may use
713         FOREACH(Weapons, true, {
714                 it.wr_resetplayer(it, this);
715                         // reload all reloadable weapons
716                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
717                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
718                         {
719                                 .entity weaponentity = weaponentities[slot];
720                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
721                         }
722                 }
723         });
724
725         {
726                 string s = spot.target;
727                 spot.target = string_null;
728                 SUB_UseTargets(spot, this, NULL);
729                 spot.target = s;
730         }
731
732         Unfreeze(this);
733
734         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
735
736         if (autocvar_spawn_debug)
737         {
738                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
739                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
740         }
741
742         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743         {
744                 .entity weaponentity = weaponentities[slot];
745                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
746                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
747                 else
748                         this.(weaponentity).m_switchweapon = WEP_Null;
749                 this.(weaponentity).m_weapon = WEP_Null;
750                 this.(weaponentity).weaponname = "";
751                 this.(weaponentity).m_switchingweapon = WEP_Null;
752                 this.(weaponentity).cnt = -1;
753         }
754
755         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
756
757         if (!warmup_stage && !this.alivetime)
758                 this.alivetime = time;
759
760         antilag_clear(this, CS(this));
761 }
762
763 /** Called when a client spawns in the server */
764 void PutClientInServer(entity this)
765 {
766         if (IS_BOT_CLIENT(this)) {
767                 TRANSMUTE(Player, this);
768         } else if (IS_REAL_CLIENT(this)) {
769                 msg_entity = this;
770                 WriteByte(MSG_ONE, SVC_SETVIEW);
771                 WriteEntity(MSG_ONE, this);
772         }
773         if (game_stopped)
774                 TRANSMUTE(Observer, this);
775
776         SetSpectatee(this, NULL);
777
778         // reset player keys
779         if(PS(this))
780                 PS(this).itemkeys = 0;
781
782         MUTATOR_CALLHOOK(PutClientInServer, this);
783
784         if (IS_OBSERVER(this)) {
785                 PutObserverInServer(this);
786         } else if (IS_PLAYER(this)) {
787                 PutPlayerInServer(this);
788         }
789 }
790
791 // TODO do we need all these fields, or should we stop autodetecting runtime
792 // changes and just have a console command to update this?
793 bool ClientInit_SendEntity(entity this, entity to, int sf)
794 {
795         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
796         return = true;
797         msg_entity = to;
798         // MSG_INIT replacement
799         // TODO: make easier to use
800         Registry_send_all();
801         W_PROP_reload(MSG_ONE, to);
802         ClientInit_misc(this);
803         MUTATOR_CALLHOOK(Ent_Init);
804 }
805 void ClientInit_misc(entity this)
806 {
807         int channel = MSG_ONE;
808         WriteHeader(channel, ENT_CLIENT_INIT);
809         WriteByte(channel, g_nexball_meter_period * 32);
810         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
811         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
812         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
813         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
814         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
815         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
816         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
817         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
818
819         if(sv_foginterval && world.fog != "")
820                 WriteString(channel, world.fog);
821         else
822                 WriteString(channel, "");
823         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
824         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
825         WriteByte(channel, serverflags);
826         WriteCoord(channel, autocvar_g_trueaim_minrange);
827 }
828
829 void ClientInit_CheckUpdate(entity this)
830 {
831         this.nextthink = time;
832         if(this.count != autocvar_g_balance_armor_blockpercent)
833         {
834                 this.count = autocvar_g_balance_armor_blockpercent;
835                 this.SendFlags |= 1;
836         }
837         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
838         {
839                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
840                 this.SendFlags |= 1;
841         }
842 }
843
844 void ClientInit_Spawn()
845 {
846         entity e = new_pure(clientinit);
847         setthink(e, ClientInit_CheckUpdate);
848         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
849
850         ClientInit_CheckUpdate(e);
851 }
852
853 /*
854 =============
855 SetNewParms
856 =============
857 */
858 void SetNewParms ()
859 {
860         // initialize parms for a new player
861         parm1 = -(86400 * 366);
862
863         MUTATOR_CALLHOOK(SetNewParms);
864 }
865
866 /*
867 =============
868 SetChangeParms
869 =============
870 */
871 void SetChangeParms (entity this)
872 {
873         // save parms for level change
874         parm1 = CS(this).parm_idlesince - time;
875
876         MUTATOR_CALLHOOK(SetChangeParms);
877 }
878
879 /*
880 =============
881 DecodeLevelParms
882 =============
883 */
884 void DecodeLevelParms(entity this)
885 {
886         // load parms
887         CS(this).parm_idlesince = parm1;
888         if (CS(this).parm_idlesince == -(86400 * 366))
889                 CS(this).parm_idlesince = time;
890
891         // whatever happens, allow 60 seconds of idling directly after connect for map loading
892         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
893
894         MUTATOR_CALLHOOK(DecodeLevelParms);
895 }
896
897 /*
898 =============
899 ClientKill
900
901 Called when a client types 'kill' in the console
902 =============
903 */
904
905 .float clientkill_nexttime;
906 void ClientKill_Now_TeamChange(entity this)
907 {
908         if(this.killindicator_teamchange == -1)
909         {
910                 JoinBestTeam( this, true );
911         }
912         else if(this.killindicator_teamchange == -2)
913         {
914                 if(blockSpectators)
915                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
916                 PutObserverInServer(this);
917         }
918         else
919                 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
920         this.killindicator_teamchange = 0;
921 }
922
923 void ClientKill_Now(entity this)
924 {
925         if(this.vehicle)
926         {
927             vehicles_exit(this.vehicle, VHEF_RELEASE);
928             if(!this.killindicator_teamchange)
929             {
930             this.vehicle_health = -1;
931             Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
932             }
933         }
934
935         if(this.killindicator && !wasfreed(this.killindicator))
936                 delete(this.killindicator);
937
938         this.killindicator = NULL;
939
940         if(this.killindicator_teamchange)
941                 ClientKill_Now_TeamChange(this);
942
943         if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
944         {
945                 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
946         }
947
948         // now I am sure the player IS dead
949 }
950 void KillIndicator_Think(entity this)
951 {
952         if (game_stopped)
953         {
954                 this.owner.killindicator = NULL;
955                 delete(this);
956                 return;
957         }
958
959         if (this.owner.alpha < 0 && !this.owner.vehicle)
960         {
961                 this.owner.killindicator = NULL;
962                 delete(this);
963                 return;
964         }
965
966         if(this.cnt <= 0)
967         {
968                 ClientKill_Now(this.owner);
969                 return;
970         }
971     else if(this.health == 1) // health == 1 means that it's silent
972     {
973         this.nextthink = time + 1;
974         this.cnt -= 1;
975     }
976         else
977         {
978                 if(this.cnt <= 10)
979                         setmodel(this, MDL_NUM(this.cnt));
980                 if(IS_REAL_CLIENT(this.owner))
981                 {
982                         if(this.cnt <= 10)
983                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
984                 }
985                 this.nextthink = time + 1;
986                 this.cnt -= 1;
987         }
988 }
989
990 float clientkilltime;
991 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
992 {
993         float killtime;
994         float starttime;
995
996         if (game_stopped)
997                 return;
998
999         killtime = autocvar_g_balance_kill_delay;
1000
1001     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1002         return;
1003     killtime = M_ARGV(1, float);
1004
1005         this.killindicator_teamchange = targetteam;
1006
1007     if(!this.killindicator)
1008         {
1009                 if(!IS_DEAD(this))
1010                 {
1011                         killtime = max(killtime, this.clientkill_nexttime - time);
1012                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1013                 }
1014
1015                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1016                 {
1017                         ClientKill_Now(this);
1018                 }
1019                 else
1020                 {
1021                         starttime = max(time, clientkilltime);
1022
1023                         this.killindicator = spawn();
1024                         this.killindicator.owner = this;
1025                         this.killindicator.scale = 0.5;
1026                         setattachment(this.killindicator, this, "");
1027                         setorigin(this.killindicator, '0 0 52');
1028                         setthink(this.killindicator, KillIndicator_Think);
1029                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1030                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1031                         this.killindicator.cnt = ceil(killtime);
1032                         this.killindicator.count = bound(0, ceil(killtime), 10);
1033                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1034
1035                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1036                         {
1037                                 it.killindicator = spawn();
1038                                 it.killindicator.owner = it;
1039                                 it.killindicator.scale = 0.5;
1040                                 setattachment(it.killindicator, it, "");
1041                                 setorigin(it.killindicator, '0 0 52');
1042                                 setthink(it.killindicator, KillIndicator_Think);
1043                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1044                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1045                                 it.killindicator.cnt = ceil(killtime);
1046                         });
1047                         this.lip = 0;
1048                 }
1049         }
1050         if(this.killindicator)
1051         {
1052                 if(targetteam == 0) // just die
1053                 {
1054                         this.killindicator.colormod = '0 0 0';
1055                         if(IS_REAL_CLIENT(this))
1056                         if(this.killindicator.cnt > 0)
1057                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1058                 }
1059                 else if(targetteam == -1) // auto
1060                 {
1061                         this.killindicator.colormod = '0 1 0';
1062                         if(IS_REAL_CLIENT(this))
1063                         if(this.killindicator.cnt > 0)
1064                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1065                 }
1066                 else if(targetteam == -2) // spectate
1067                 {
1068                         this.killindicator.colormod = '0.5 0.5 0.5';
1069                         if(IS_REAL_CLIENT(this))
1070                         if(this.killindicator.cnt > 0)
1071                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1072                 }
1073                 else
1074                 {
1075                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1076                         if(IS_REAL_CLIENT(this))
1077                         if(this.killindicator.cnt > 0)
1078                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1079                 }
1080         }
1081
1082 }
1083
1084 void ClientKill (entity this)
1085 {
1086         if(game_stopped) return;
1087         if(this.player_blocked) return;
1088         if(STAT(FROZEN, this)) return;
1089
1090         ClientKill_TeamChange(this, 0);
1091 }
1092
1093 void FixClientCvars(entity e)
1094 {
1095         // send prediction settings to the client
1096         stuffcmd(e, "\nin_bindmap 0 0\n");
1097         if(autocvar_g_antilag == 3) // client side hitscan
1098                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1099         if(autocvar_sv_gentle)
1100                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1101
1102         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1103         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1104
1105         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1106
1107         MUTATOR_CALLHOOK(FixClientCvars, e);
1108 }
1109
1110 bool findinlist_abbrev(string tofind, string list)
1111 {
1112         if(list == "" || tofind == "")
1113                 return false; // empty list or search, just return
1114
1115         // this function allows abbreviated strings!
1116         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1117         {
1118                 return true;
1119         });
1120
1121         return false;
1122 }
1123
1124 bool PlayerInIPList(entity p, string iplist)
1125 {
1126         // some safety checks (never allow local?)
1127         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1128                 return false;
1129
1130         return findinlist_abbrev(p.netaddress, iplist);
1131 }
1132
1133 bool PlayerInIDList(entity p, string idlist)
1134 {
1135         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1136         if(!p.crypto_idfp)
1137                 return false;
1138
1139         return findinlist_abbrev(p.crypto_idfp, idlist);
1140 }
1141
1142 bool PlayerInList(entity player, string list)
1143 {
1144         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1145 }
1146
1147 #ifdef DP_EXT_PRECONNECT
1148 /*
1149 =============
1150 ClientPreConnect
1151
1152 Called once (not at each match start) when a client begins a connection to the server
1153 =============
1154 */
1155 void ClientPreConnect(entity this)
1156 {
1157         if(autocvar_sv_eventlog)
1158         {
1159                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1160                         this.playerid,
1161                         etof(this),
1162                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1163                 ));
1164         }
1165 }
1166 #endif
1167
1168 /**
1169 =============
1170 ClientConnect
1171
1172 Called when a client connects to the server
1173 =============
1174 */
1175 void ClientConnect(entity this)
1176 {
1177         if (Ban_MaybeEnforceBanOnce(this)) return;
1178         assert(!IS_CLIENT(this), return);
1179         this.flags |= FL_CLIENT;
1180         assert(player_count >= 0, player_count = 0);
1181
1182 #ifdef WATERMARK
1183         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1184 #endif
1185         TRANSMUTE(Client, this);
1186         CS(this).version_nagtime = time + 10 + random() * 10;
1187
1188         // identify the right forced team
1189         if (autocvar_g_campaign)
1190         {
1191                 if (IS_REAL_CLIENT(this)) // only players, not bots
1192                 {
1193                         switch (autocvar_g_campaign_forceteam)
1194                         {
1195                                 case 1: this.team_forced = NUM_TEAM_1; break;
1196                                 case 2: this.team_forced = NUM_TEAM_2; break;
1197                                 case 3: this.team_forced = NUM_TEAM_3; break;
1198                                 case 4: this.team_forced = NUM_TEAM_4; break;
1199                                 default: this.team_forced = 0;
1200                         }
1201                 }
1202         }
1203         else if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1204         else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1205         else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1206         else if (PlayerInList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1207         else switch (autocvar_g_forced_team_otherwise)
1208         {
1209                 default: this.team_forced = 0; break;
1210                 case "red": this.team_forced = NUM_TEAM_1; break;
1211                 case "blue": this.team_forced = NUM_TEAM_2; break;
1212                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1213                 case "pink": this.team_forced = NUM_TEAM_4; break;
1214                 case "spectate":
1215                 case "spectator":
1216                         this.team_forced = -1;
1217                         break;
1218         }
1219         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1220
1221         int playerid_save = this.playerid;
1222         this.playerid = 0; // silent
1223         JoinBestTeam(this, false); // if the team number is valid, keep it
1224         this.playerid = playerid_save;
1225
1226         TRANSMUTE(Observer, this);
1227
1228         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1229
1230         // always track bots, don't ask for cl_allow_uidtracking
1231         if (IS_BOT_CLIENT(this))
1232                 PlayerStats_GameReport_AddPlayer(this);
1233         else
1234                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1235
1236         if (autocvar_sv_eventlog)
1237                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1238
1239         LogTeamchange(this.playerid, this.team, 1);
1240
1241         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1242
1243         if(teamplay && IS_PLAYER(this))
1244                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1245         else
1246                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1247
1248         stuffcmd(this, clientstuff, "\n");
1249         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1250
1251         FixClientCvars(this);
1252
1253         // get version info from player
1254         stuffcmd(this, "cmd clientversion $gameversion\n");
1255
1256         // notify about available teams
1257         if (teamplay)
1258         {
1259                 CheckAllowedTeams(this);
1260                 int t = 0;
1261                 if (c1 >= 0) t |= BIT(0);
1262                 if (c2 >= 0) t |= BIT(1);
1263                 if (c3 >= 0) t |= BIT(2);
1264                 if (c4 >= 0) t |= BIT(3);
1265                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1266         }
1267         else
1268         {
1269                 stuffcmd(this, "set _teams_available 0\n");
1270         }
1271
1272         bot_relinkplayerlist();
1273
1274         CS(this).spectatortime = time;
1275         if (blockSpectators)
1276         {
1277                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1278         }
1279
1280         CS(this).jointime = time;
1281
1282         if (IS_REAL_CLIENT(this))
1283         {
1284                 if (g_weaponarena_weapons == WEPSET(TUBA))
1285                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1286         }
1287
1288         if (!sv_foginterval && world.fog != "")
1289                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1290
1291         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1292                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1293                         send_CSQC_teamnagger();
1294
1295         CSQCMODEL_AUTOINIT(this);
1296
1297         CS(this).model_randomizer = random();
1298
1299         if (IS_REAL_CLIENT(this))
1300                 sv_notice_join(this);
1301
1302         // update physics stats (players can spawn before physics runs)
1303         Physics_UpdateStats(this);
1304
1305         IL_EACH(g_initforplayer, it.init_for_player, {
1306                 it.init_for_player(it, this);
1307         });
1308
1309         Handicap_Initialize(this);
1310
1311         MUTATOR_CALLHOOK(ClientConnect, this);
1312
1313         if (IS_REAL_CLIENT(this))
1314         {
1315                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1316                 {
1317                         CS(this).motd_actived_time = -1;
1318                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1319                 }
1320         }
1321 }
1322 /*
1323 =============
1324 ClientDisconnect
1325
1326 Called when a client disconnects from the server
1327 =============
1328 */
1329 .entity chatbubbleentity;
1330 void ClientDisconnect(entity this)
1331 {
1332         assert(IS_CLIENT(this), return);
1333
1334         PlayerStats_GameReport_FinalizePlayer(this);
1335         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1336         if (CS(this).active_minigame) part_minigame(this);
1337         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1338
1339         if (autocvar_sv_eventlog)
1340                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1341
1342         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1343
1344         if(IS_SPEC(this))
1345                 SetSpectatee(this, NULL);
1346
1347     MUTATOR_CALLHOOK(ClientDisconnect, this);
1348
1349         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1350         strfree(CS(this).weaponorder_byimpulse);
1351         ClientState_detach(this);
1352
1353         Portal_ClearAll(this);
1354
1355         Unfreeze(this);
1356
1357         RemoveGrapplingHooks(this);
1358
1359         // Here, everything has been done that requires this player to be a client.
1360
1361         this.flags &= ~FL_CLIENT;
1362
1363         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1364         if (this.killindicator) delete(this.killindicator);
1365
1366         WaypointSprite_PlayerGone(this);
1367
1368         bot_relinkplayerlist();
1369
1370         strfree(this.clientstatus);
1371         if (this.personal) delete(this.personal);
1372
1373         this.playerid = 0;
1374         ReadyCount();
1375         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1376
1377         ONREMOVE(this);
1378 }
1379
1380 void ChatBubbleThink(entity this)
1381 {
1382         this.nextthink = time;
1383         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1384         {
1385                 if(this.owner) // but why can that ever be NULL?
1386                         this.owner.chatbubbleentity = NULL;
1387                 delete(this);
1388                 return;
1389         }
1390
1391         this.mdl = "";
1392
1393         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1394         {
1395                 if ( CS(this.owner).active_minigame )
1396                         this.mdl = "models/sprites/minigame_busy.iqm";
1397                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1398                         this.mdl = "models/misc/chatbubble.spr";
1399         }
1400
1401         if ( this.model != this.mdl )
1402                 _setmodel(this, this.mdl);
1403
1404 }
1405
1406 void UpdateChatBubble(entity this)
1407 {
1408         if (this.alpha < 0)
1409                 return;
1410         // spawn a chatbubble entity if needed
1411         if (!this.chatbubbleentity)
1412         {
1413                 this.chatbubbleentity = new(chatbubbleentity);
1414                 this.chatbubbleentity.owner = this;
1415                 this.chatbubbleentity.exteriormodeltoclient = this;
1416                 setthink(this.chatbubbleentity, ChatBubbleThink);
1417                 this.chatbubbleentity.nextthink = time;
1418                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1419                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1420                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1421                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1422                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1423                 //this.chatbubbleentity.model = "";
1424                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1425         }
1426 }
1427
1428
1429 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1430 // added to the model skins
1431 /*void UpdateColorModHack()
1432 {
1433         float c;
1434         c = this.clientcolors & 15;
1435         // LordHavoc: only bothering to support white, green, red, yellow, blue
1436              if (!teamplay) this.colormod = '0 0 0';
1437         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1438         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1439         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1440         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1441         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1442         else this.colormod = '1 1 1';
1443 }*/
1444
1445 void respawn(entity this)
1446 {
1447         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1448         {
1449                 this.solid = SOLID_NOT;
1450                 this.takedamage = DAMAGE_NO;
1451                 set_movetype(this, MOVETYPE_FLY);
1452                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1453                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1454                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1455                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1456                 if(autocvar_g_respawn_ghosts_maxtime)
1457                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1458         }
1459
1460         CopyBody(this, 1);
1461
1462         this.effects |= EF_NODRAW; // prevent another CopyBody
1463         PutClientInServer(this);
1464 }
1465
1466 void PrintToChat(entity client, string text)
1467 {
1468         text = strcat("\{1}^7", text, "\n");
1469         sprint(client, text);
1470 }
1471
1472 void DebugPrintToChat(entity client, string text)
1473 {
1474         if (autocvar_developer)
1475         {
1476                 PrintToChat(client, text);
1477         }
1478 }
1479
1480 void PrintToChatAll(string text)
1481 {
1482         text = strcat("\{1}^7", text, "\n");
1483         bprint(text);
1484 }
1485
1486 void DebugPrintToChatAll(string text)
1487 {
1488         if (autocvar_developer)
1489         {
1490                 PrintToChatAll(text);
1491         }
1492 }
1493
1494 void PrintToChatTeam(int team_num, string text)
1495 {
1496         text = strcat("\{1}^7", text, "\n");
1497         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1498         {
1499                 if (it.team == team_num)
1500                 {
1501                         sprint(it, text);
1502                 }
1503         });
1504 }
1505
1506 void DebugPrintToChatTeam(int team_num, string text)
1507 {
1508         if (autocvar_developer)
1509         {
1510                 PrintToChatTeam(team_num, text);
1511         }
1512 }
1513
1514 void play_countdown(entity this, float finished, Sound samp)
1515 {
1516     TC(Sound, samp);
1517         if(IS_REAL_CLIENT(this))
1518                 if(floor(finished - time - frametime) != floor(finished - time))
1519                         if(finished - time < 6)
1520                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1521 }
1522
1523 void player_powerups(entity this)
1524 {
1525         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1526         int items_prev = this.items;
1527
1528         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1529                 this.modelflags |= MF_ROCKET;
1530         else
1531                 this.modelflags &= ~MF_ROCKET;
1532
1533         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1534
1535         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1536                 return;
1537
1538         Fire_ApplyDamage(this);
1539         Fire_ApplyEffect(this);
1540
1541         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1542         {
1543                 if (this.items & ITEM_Strength.m_itemid)
1544                 {
1545                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1546                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1547                         if (time > this.strength_finished)
1548                         {
1549                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1550                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1551                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1552                         }
1553                 }
1554                 else
1555                 {
1556                         if (time < this.strength_finished)
1557                         {
1558                                 this.items = this.items | ITEM_Strength.m_itemid;
1559                                 if(!g_cts)
1560                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1561                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1562                         }
1563                 }
1564                 if (this.items & ITEM_Shield.m_itemid)
1565                 {
1566                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1567                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1568                         if (time > this.invincible_finished)
1569                         {
1570                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1571                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1572                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1573                         }
1574                 }
1575                 else
1576                 {
1577                         if (time < this.invincible_finished)
1578                         {
1579                                 this.items = this.items | ITEM_Shield.m_itemid;
1580                                 if(!g_cts)
1581                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1582                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1583                         }
1584                 }
1585                 if (this.items & IT_SUPERWEAPON)
1586                 {
1587                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1588                         {
1589                                 this.superweapons_finished = 0;
1590                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1591                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1592                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1593                         }
1594                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1595                         {
1596                                 // don't let them run out
1597                         }
1598                         else
1599                         {
1600                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1601                                 if (time > this.superweapons_finished)
1602                                 {
1603                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1604                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1605                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1606                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1607                                 }
1608                         }
1609                 }
1610                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1611                 {
1612                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1613                         {
1614                                 this.items = this.items | IT_SUPERWEAPON;
1615                                 if(!g_cts)
1616                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1617                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1618                         }
1619                         else
1620                         {
1621                                 this.superweapons_finished = 0;
1622                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1623                         }
1624                 }
1625                 else
1626                 {
1627                         this.superweapons_finished = 0;
1628                 }
1629         }
1630
1631         if(autocvar_g_nodepthtestplayers)
1632                 this.effects = this.effects | EF_NODEPTHTEST;
1633
1634         if(autocvar_g_fullbrightplayers)
1635                 this.effects = this.effects | EF_FULLBRIGHT;
1636
1637         if (time >= game_starttime)
1638         if (time < this.spawnshieldtime)
1639                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1640
1641         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1642 }
1643
1644 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1645 {
1646         if(current > stable)
1647                 return current;
1648         else if(current > stable - 0.25) // when close enough, "snap"
1649                 return stable;
1650         else
1651                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1652 }
1653
1654 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1655 {
1656         if(current < stable)
1657                 return current;
1658         else if(current < stable + 0.25) // when close enough, "snap"
1659                 return stable;
1660         else
1661                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1662 }
1663
1664 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1665 {
1666         if(current > rotstable)
1667         {
1668                 if(rotframetime > 0)
1669                 {
1670                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1671                         current = max(rotstable, current - rotlinear * rotframetime);
1672                 }
1673         }
1674         else if(current < regenstable)
1675         {
1676                 if(regenframetime > 0)
1677                 {
1678                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1679                         current = min(regenstable, current + regenlinear * regenframetime);
1680                 }
1681         }
1682
1683         if(current > limit)
1684                 current = limit;
1685
1686         return current;
1687 }
1688
1689 void player_regen(entity this)
1690 {
1691         float max_mod, regen_mod, rot_mod, limit_mod;
1692         max_mod = regen_mod = rot_mod = limit_mod = 1;
1693
1694         float regen_health = autocvar_g_balance_health_regen;
1695         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1696         float regen_health_rot = autocvar_g_balance_health_rot;
1697         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1698         float regen_health_stable = autocvar_g_balance_health_regenstable;
1699         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1700         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1701                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1702         max_mod = M_ARGV(1, float);
1703         regen_mod = M_ARGV(2, float);
1704         rot_mod = M_ARGV(3, float);
1705         limit_mod = M_ARGV(4, float);
1706         regen_health = M_ARGV(5, float);
1707         regen_health_linear = M_ARGV(6, float);
1708         regen_health_rot = M_ARGV(7, float);
1709         regen_health_rotlinear = M_ARGV(8, float);
1710         regen_health_stable = M_ARGV(9, float);
1711         regen_health_rotstable = M_ARGV(10, float);
1712
1713         if(!mutator_returnvalue)
1714         if(!STAT(FROZEN, this))
1715         {
1716                 float mina, maxa, limith, limita;
1717                 maxa = autocvar_g_balance_armor_rotstable;
1718                 mina = autocvar_g_balance_armor_regenstable;
1719                 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1720                 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1721
1722                 regen_health_rotstable = regen_health_rotstable * max_mod;
1723                 regen_health_stable = regen_health_stable * max_mod;
1724                 limith = limith * limit_mod;
1725                 limita = limita * limit_mod;
1726
1727                 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1728                 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1729         }
1730
1731         // if player rotted to death...  die!
1732         // check this outside above checks, as player may still be able to rot to death
1733         if(this.health < 1)
1734         {
1735                 if(this.vehicle)
1736                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1737                 if(this.event_damage)
1738                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1739         }
1740
1741         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1742         {
1743                 float minf, maxf, limitf;
1744
1745                 maxf = autocvar_g_balance_fuel_rotstable;
1746                 minf = autocvar_g_balance_fuel_regenstable;
1747                 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1748
1749                 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1750         }
1751         // Ugly hack to make sure the health and armor don't go beyond hard limit.
1752         // TODO: Remove this hack when all code uses GivePlayerHealth and
1753         // GivePlayerArmor.
1754         if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1755         {
1756                 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1757         }
1758         if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1759         {
1760                 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1761         }
1762         // End hack.
1763 }
1764
1765 bool zoomstate_set;
1766 void SetZoomState(entity this, float newzoom)
1767 {
1768         if(newzoom != CS(this).zoomstate)
1769         {
1770                 CS(this).zoomstate = newzoom;
1771                 ClientData_Touch(this);
1772         }
1773         zoomstate_set = true;
1774 }
1775
1776 void GetPressedKeys(entity this)
1777 {
1778         MUTATOR_CALLHOOK(GetPressedKeys, this);
1779         int keys = STAT(PRESSED_KEYS, this);
1780         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1781         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1782         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1783         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1784
1785         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1786         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1787         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1788         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1789         CS(this).pressedkeys = keys; // store for other users
1790
1791         STAT(PRESSED_KEYS, this) = keys;
1792 }
1793
1794 /*
1795 ======================
1796 spectate mode routines
1797 ======================
1798 */
1799
1800 void SpectateCopy(entity this, entity spectatee)
1801 {
1802     TC(Client, this); TC(Client, spectatee);
1803
1804         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1805         PS(this) = PS(spectatee);
1806         this.armortype = spectatee.armortype;
1807         this.armorvalue = spectatee.armorvalue;
1808         this.ammo_cells = spectatee.ammo_cells; // TODO: these will be a part of inventory, so no need to worry about setting them later!
1809         this.ammo_plasma = spectatee.ammo_plasma;
1810         this.ammo_shells = spectatee.ammo_shells;
1811         this.ammo_nails = spectatee.ammo_nails;
1812         this.ammo_rockets = spectatee.ammo_rockets;
1813         this.ammo_fuel = spectatee.ammo_fuel;
1814         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1815         this.health = spectatee.health;
1816         CS(this).impulse = 0;
1817         this.items = spectatee.items;
1818         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1819         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1820         this.strength_finished = spectatee.strength_finished;
1821         this.invincible_finished = spectatee.invincible_finished;
1822         this.superweapons_finished = spectatee.superweapons_finished;
1823         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1824         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1825         this.punchangle = spectatee.punchangle;
1826         this.view_ofs = spectatee.view_ofs;
1827         this.velocity = spectatee.velocity;
1828         this.dmg_take = spectatee.dmg_take;
1829         this.dmg_save = spectatee.dmg_save;
1830         this.dmg_inflictor = spectatee.dmg_inflictor;
1831         this.v_angle = spectatee.v_angle;
1832         this.angles = spectatee.v_angle;
1833         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1834         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1835         this.viewloc = spectatee.viewloc;
1836         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1837                 this.fixangle = true;
1838         setorigin(this, spectatee.origin);
1839         setsize(this, spectatee.mins, spectatee.maxs);
1840         SetZoomState(this, CS(spectatee).zoomstate);
1841
1842     anticheat_spectatecopy(this, spectatee);
1843         STAT(HUD, this) = STAT(HUD, spectatee);
1844         if(spectatee.vehicle)
1845     {
1846         this.angles = spectatee.v_angle;
1847
1848         //this.fixangle = false;
1849         //this.velocity = spectatee.vehicle.velocity;
1850         this.vehicle_health = spectatee.vehicle_health;
1851         this.vehicle_shield = spectatee.vehicle_shield;
1852         this.vehicle_energy = spectatee.vehicle_energy;
1853         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1854         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1855         this.vehicle_reload1 = spectatee.vehicle_reload1;
1856         this.vehicle_reload2 = spectatee.vehicle_reload2;
1857
1858         //msg_entity = this;
1859
1860        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1861             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1862            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1863            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1864
1865         //WriteByte (MSG_ONE, SVC_SETVIEW);
1866         //    WriteEntity(MSG_ONE, this);
1867         //makevectors(spectatee.v_angle);
1868         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1869     }
1870 }
1871
1872 bool SpectateUpdate(entity this)
1873 {
1874         if(!this.enemy)
1875                 return false;
1876
1877         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1878         {
1879                 SetSpectatee(this, NULL);
1880                 return false;
1881         }
1882
1883         SpectateCopy(this, this.enemy);
1884
1885         return true;
1886 }
1887
1888 bool SpectateSet(entity this)
1889 {
1890         if(!IS_PLAYER(this.enemy))
1891                 return false;
1892
1893         ClientData_Touch(this.enemy);
1894
1895         msg_entity = this;
1896         WriteByte(MSG_ONE, SVC_SETVIEW);
1897         WriteEntity(MSG_ONE, this.enemy);
1898         set_movetype(this, MOVETYPE_NONE);
1899         accuracy_resend(this);
1900
1901         if(!SpectateUpdate(this))
1902                 PutObserverInServer(this);
1903
1904         return true;
1905 }
1906
1907 void SetSpectatee_status(entity this, int spectatee_num)
1908 {
1909         int oldspectatee_status = CS(this).spectatee_status;
1910         CS(this).spectatee_status = spectatee_num;
1911
1912         if (CS(this).spectatee_status != oldspectatee_status)
1913         {
1914                 ClientData_Touch(this);
1915                 if (g_race || g_cts) race_InitSpectator();
1916         }
1917 }
1918
1919 void SetSpectatee(entity this, entity spectatee)
1920 {
1921         if(IS_BOT_CLIENT(this))
1922                 return; // bots abuse .enemy, this code is useless to them
1923
1924         entity old_spectatee = this.enemy;
1925
1926         this.enemy = spectatee;
1927
1928         // WEAPONTODO
1929         // these are required to fix the spectator bug with arc
1930         if(old_spectatee)
1931         {
1932                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1933                 {
1934                         .entity weaponentity = weaponentities[slot];
1935                         if(old_spectatee.(weaponentity).arc_beam)
1936                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1937                 }
1938         }
1939         if(this.enemy)
1940         {
1941                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1942                 {
1943                         .entity weaponentity = weaponentities[slot];
1944                         if(this.enemy.(weaponentity).arc_beam)
1945                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1946                 }
1947         }
1948
1949         if (this.enemy)
1950                 SetSpectatee_status(this, etof(this.enemy));
1951
1952         // needed to update spectator list
1953         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1954 }
1955
1956 bool Spectate(entity this, entity pl)
1957 {
1958         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1959                 return false;
1960         pl = M_ARGV(1, entity);
1961
1962         SetSpectatee(this, pl);
1963         return SpectateSet(this);
1964 }
1965
1966 bool SpectateNext(entity this)
1967 {
1968         entity ent = find(this.enemy, classname, STR_PLAYER);
1969
1970         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1971                 ent = M_ARGV(1, entity);
1972         else if (!ent)
1973                 ent = find(ent, classname, STR_PLAYER);
1974
1975         if(ent) { SetSpectatee(this, ent); }
1976
1977         return SpectateSet(this);
1978 }
1979
1980 bool SpectatePrev(entity this)
1981 {
1982         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1983         entity ent = findchain(classname, STR_PLAYER);
1984         if (!ent) // no player
1985                 return false;
1986
1987         entity first = ent;
1988         // skip players until current spectated player
1989         if(this.enemy)
1990         while(ent && ent != this.enemy)
1991                 ent = ent.chain;
1992
1993         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1994         {
1995                 case MUT_SPECPREV_FOUND:
1996                     ent = M_ARGV(1, entity);
1997                     break;
1998                 case MUT_SPECPREV_RETURN:
1999                     return true;
2000                 case MUT_SPECPREV_CONTINUE:
2001                 default:
2002                 {
2003                         if(ent.chain)
2004                                 ent = ent.chain;
2005                         else
2006                                 ent = first;
2007                         break;
2008                 }
2009         }
2010
2011         SetSpectatee(this, ent);
2012         return SpectateSet(this);
2013 }
2014
2015 /*
2016 =============
2017 ShowRespawnCountdown()
2018
2019 Update a respawn countdown display.
2020 =============
2021 */
2022 void ShowRespawnCountdown(entity this)
2023 {
2024         float number;
2025         if(!IS_DEAD(this)) // just respawned?
2026                 return;
2027         else
2028         {
2029                 number = ceil(this.respawn_time - time);
2030                 if(number <= 0)
2031                         return;
2032                 if(number <= this.respawn_countdown)
2033                 {
2034                         this.respawn_countdown = number - 1;
2035                         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
2036                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2037                 }
2038         }
2039 }
2040
2041 .bool team_selected;
2042 bool ShowTeamSelection(entity this)
2043 {
2044         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2045                 return false;
2046         stuffcmd(this, "menu_showteamselect\n");
2047         return true;
2048 }
2049 void Join(entity this)
2050 {
2051         TRANSMUTE(Player, this);
2052
2053         if(!this.team_selected)
2054         if(autocvar_g_campaign || autocvar_g_balance_teams)
2055                 JoinBestTeam(this, true);
2056
2057         if(autocvar_g_campaign)
2058                 campaign_bots_may_start = true;
2059
2060         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2061
2062         PutClientInServer(this);
2063
2064         if(IS_PLAYER(this))
2065         if(teamplay && this.team != -1)
2066                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2067         else
2068                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2069         this.team_selected = false;
2070 }
2071
2072 /**
2073  * Determines whether the player is allowed to join. This depends on cvar
2074  * g_maxplayers, if it isn't used this function always return true, otherwise
2075  * it checks whether the number of currently playing players exceeds g_maxplayers.
2076  * @return int number of free slots for players, 0 if none
2077  */
2078 int nJoinAllowed(entity this, entity ignore)
2079 {
2080         if(!ignore)
2081         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2082         // so report 0 free slots if restricted
2083         {
2084                 if(autocvar_g_forced_team_otherwise == "spectate")
2085                         return 0;
2086                 if(autocvar_g_forced_team_otherwise == "spectator")
2087                         return 0;
2088         }
2089
2090         if(this && this.team_forced < 0)
2091                 return 0; // forced spectators can never join
2092
2093         // TODO simplify this
2094         int totalClients = 0;
2095         int currentlyPlaying = 0;
2096         FOREACH_CLIENT(true, {
2097                 if(it != ignore)
2098                         ++totalClients;
2099                 if(IS_REAL_CLIENT(it))
2100                 if(IS_PLAYER(it) || it.caplayer)
2101                         ++currentlyPlaying;
2102         });
2103
2104         float free_slots = 0;
2105         if (!autocvar_g_maxplayers)
2106                 free_slots = maxclients - totalClients;
2107         else if(currentlyPlaying < autocvar_g_maxplayers)
2108                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2109
2110         static float join_prevent_msg_time = 0;
2111         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2112         {
2113                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2114                 join_prevent_msg_time = time + 3;
2115         }
2116
2117         return free_slots;
2118 }
2119
2120 /**
2121  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2122  * g_maxplayers_spectator_blocktime seconds
2123  */
2124 void checkSpectatorBlock(entity this)
2125 {
2126         if(IS_SPEC(this) || IS_OBSERVER(this))
2127         if(!this.caplayer)
2128         if(IS_REAL_CLIENT(this))
2129         {
2130                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2131                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2132                         dropclient(this);
2133                 }
2134         }
2135 }
2136
2137 void PrintWelcomeMessage(entity this)
2138 {
2139         if(CS(this).motd_actived_time == 0)
2140         {
2141                 if (autocvar_g_campaign) {
2142                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2143                                 CS(this).motd_actived_time = time;
2144                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2145                         }
2146                 } else {
2147                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2148                                 CS(this).motd_actived_time = time;
2149                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2150                         }
2151                 }
2152         }
2153         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2154         {
2155                 if (autocvar_g_campaign) {
2156                         if (PHYS_INPUT_BUTTON_INFO(this))
2157                                 CS(this).motd_actived_time = time;
2158                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2159                                 CS(this).motd_actived_time = 0;
2160                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2161                         }
2162                 } else {
2163                         if (PHYS_INPUT_BUTTON_INFO(this))
2164                                 CS(this).motd_actived_time = time;
2165                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2166                                 CS(this).motd_actived_time = 0;
2167                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2168                         }
2169                 }
2170         }
2171         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2172         {
2173                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2174                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2175                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2176                 {
2177                         // instanctly hide MOTD
2178                         CS(this).motd_actived_time = 0;
2179                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2180                 }
2181         }
2182 }
2183
2184 const int MIN_SPEC_TIME = 1;
2185 bool joinAllowed(entity this)
2186 {
2187         if (CS(this).version_mismatch) return false;
2188         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2189         if (!nJoinAllowed(this, this)) return false;
2190         if (teamplay && lockteams) return false;
2191         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2192         if (ShowTeamSelection(this)) return false;
2193         return true;
2194 }
2195
2196 .int items_added;
2197 .string shootfromfixedorigin;
2198 bool PlayerThink(entity this)
2199 {
2200         if (game_stopped || intermission_running) {
2201                 this.modelflags &= ~MF_ROCKET;
2202                 if(intermission_running)
2203                         IntermissionThink(this);
2204                 return false;
2205         }
2206
2207         if (timeout_status == TIMEOUT_ACTIVE) {
2208         // don't allow the player to turn around while game is paused
2209                 // FIXME turn this into CSQC stuff
2210                 this.v_angle = this.lastV_angle;
2211                 this.angles = this.lastV_angle;
2212                 this.fixangle = true;
2213         }
2214
2215         if (frametime) player_powerups(this);
2216
2217         if (IS_DEAD(this)) {
2218                 if (this.personal && g_race_qualifying) {
2219                         if (time > this.respawn_time) {
2220                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2221                                 respawn(this);
2222                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2223                         }
2224                 } else {
2225                         if (frametime) player_anim(this);
2226
2227                         if (this.respawn_flags & RESPAWN_DENY)
2228                         {
2229                                 STAT(RESPAWN_TIME, this) = 0;
2230                                 return false;
2231                         }
2232
2233                         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));
2234
2235                         switch(this.deadflag)
2236                         {
2237                                 case DEAD_DYING:
2238                                 {
2239                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2240                                                 this.deadflag = DEAD_RESPAWNING;
2241                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2242                                                 this.deadflag = DEAD_DEAD;
2243                                         break;
2244                                 }
2245                                 case DEAD_DEAD:
2246                                 {
2247                                         if (button_pressed)
2248                                                 this.deadflag = DEAD_RESPAWNABLE;
2249                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2250                                                 this.deadflag = DEAD_RESPAWNING;
2251                                         break;
2252                                 }
2253                                 case DEAD_RESPAWNABLE:
2254                                 {
2255                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2256                                                 this.deadflag = DEAD_RESPAWNING;
2257                                         break;
2258                                 }
2259                                 case DEAD_RESPAWNING:
2260                                 {
2261                                         if (time > this.respawn_time)
2262                                         {
2263                                                 this.respawn_time = time + 1; // only retry once a second
2264                                                 this.respawn_time_max = this.respawn_time;
2265                                                 respawn(this);
2266                                         }
2267                                         break;
2268                                 }
2269                         }
2270
2271                         ShowRespawnCountdown(this);
2272
2273                         if (this.respawn_flags & RESPAWN_SILENT)
2274                                 STAT(RESPAWN_TIME, this) = 0;
2275                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2276                         {
2277                                 if (time < this.respawn_time)
2278                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2279                                 else if (this.deadflag != DEAD_RESPAWNING)
2280                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2281                         }
2282                         else
2283                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2284                 }
2285
2286                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2287                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2288                         STAT(RESPAWN_TIME, this) *= -1;
2289
2290                 return false;
2291         }
2292
2293         FixPlayermodel(this);
2294
2295         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2296                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2297                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2298         }
2299
2300         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2301         //if(frametime)
2302         {
2303                 this.items &= ~this.items_added;
2304
2305                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2306                 {
2307                         .entity weaponentity = weaponentities[slot];
2308                         W_WeaponFrame(this, weaponentity);
2309                 }
2310
2311                 this.items_added = 0;
2312                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2313             this.items_added |= IT_FUEL;
2314
2315                 this.items |= this.items_added;
2316         }
2317
2318         player_regen(this);
2319
2320         // WEAPONTODO: Add a weapon request for this
2321         // rot vortex charge to the charge limit
2322         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2323         {
2324                 .entity weaponentity = weaponentities[slot];
2325                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2326                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2327         }
2328
2329         if (frametime) player_anim(this);
2330
2331         // secret status
2332         secrets_setstatus(this);
2333
2334         // monsters status
2335         monsters_setstatus(this);
2336
2337         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2338
2339         return true;
2340 }
2341
2342 .bool would_spectate;
2343 void ObserverThink(entity this)
2344 {
2345         if ( CS(this).impulse )
2346         {
2347                 MinigameImpulse(this, CS(this).impulse);
2348                 CS(this).impulse = 0;
2349         }
2350
2351         if (this.flags & FL_JUMPRELEASED) {
2352                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2353                         this.flags &= ~FL_JUMPRELEASED;
2354                         this.flags |= FL_SPAWNING;
2355                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2356                         this.flags &= ~FL_JUMPRELEASED;
2357                         if(SpectateNext(this)) {
2358                                 TRANSMUTE(Spectator, this);
2359                         }
2360                 } else {
2361                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2362                         set_movetype(this, preferred_movetype);
2363                 }
2364         } else {
2365                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2366                         this.flags |= FL_JUMPRELEASED;
2367                         if(this.flags & FL_SPAWNING)
2368                         {
2369                                 this.flags &= ~FL_SPAWNING;
2370                                 Join(this);
2371                                 return;
2372                         }
2373                 }
2374         }
2375 }
2376
2377 void SpectatorThink(entity this)
2378 {
2379         if ( CS(this).impulse )
2380         {
2381                 if(MinigameImpulse(this, CS(this).impulse))
2382                         CS(this).impulse = 0;
2383
2384                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2385                 {
2386                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2387                         CS(this).impulse = 0;
2388                         return;
2389                 }
2390         }
2391
2392         if (this.flags & FL_JUMPRELEASED) {
2393                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2394                         this.flags &= ~FL_JUMPRELEASED;
2395                         this.flags |= FL_SPAWNING;
2396                 } 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)) {
2397                         this.flags &= ~FL_JUMPRELEASED;
2398                         if(SpectateNext(this)) {
2399                                 TRANSMUTE(Spectator, this);
2400                         } else {
2401                                 TRANSMUTE(Observer, this);
2402                                 PutClientInServer(this);
2403                         }
2404                         CS(this).impulse = 0;
2405                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2406                         this.flags &= ~FL_JUMPRELEASED;
2407                         if(SpectatePrev(this)) {
2408                                 TRANSMUTE(Spectator, this);
2409                         } else {
2410                                 TRANSMUTE(Observer, this);
2411                                 PutClientInServer(this);
2412                         }
2413                         CS(this).impulse = 0;
2414                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2415                         this.would_spectate = false;
2416                         this.flags &= ~FL_JUMPRELEASED;
2417                         TRANSMUTE(Observer, this);
2418                         PutClientInServer(this);
2419                 } else {
2420                         if(!SpectateUpdate(this))
2421                         {
2422                                 if(!SpectateNext(this))
2423                                 {
2424                                         PutObserverInServer(this);
2425                                         this.would_spectate = true;
2426                                 }
2427                         }
2428                 }
2429         } else {
2430                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2431                         this.flags |= FL_JUMPRELEASED;
2432                         if(this.flags & FL_SPAWNING)
2433                         {
2434                                 this.flags &= ~FL_SPAWNING;
2435                                 Join(this);
2436                                 return;
2437                         }
2438                 }
2439                 if(!SpectateUpdate(this))
2440                         PutObserverInServer(this);
2441         }
2442
2443         this.flags |= FL_CLIENT | FL_NOTARGET;
2444 }
2445
2446 void PlayerUseKey(entity this)
2447 {
2448         if (!IS_PLAYER(this))
2449                 return;
2450
2451         if(this.vehicle)
2452         {
2453                 if(!game_stopped)
2454                 {
2455                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2456                         return;
2457                 }
2458         }
2459         else if(autocvar_g_vehicles_enter)
2460         {
2461                 if(!STAT(FROZEN, this))
2462                 if(!IS_DEAD(this))
2463                 if(!game_stopped)
2464                 {
2465                         entity head, closest_target = NULL;
2466                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2467
2468                         while(head) // find the closest acceptable target to enter
2469                         {
2470                                 if(IS_VEHICLE(head))
2471                                 if(!IS_DEAD(head))
2472                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2473                                 if(head.takedamage != DAMAGE_NO)
2474                                 {
2475                                         if(closest_target)
2476                                         {
2477                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2478                                                 { closest_target = head; }
2479                                         }
2480                                         else { closest_target = head; }
2481                                 }
2482
2483                                 head = head.chain;
2484                         }
2485
2486                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2487                 }
2488         }
2489
2490         // a use key was pressed; call handlers
2491         MUTATOR_CALLHOOK(PlayerUseKey, this);
2492 }
2493
2494
2495 /*
2496 =============
2497 PlayerPreThink
2498
2499 Called every frame for each client before the physics are run
2500 =============
2501 */
2502 .float last_vehiclecheck;
2503 void PlayerPreThink (entity this)
2504 {
2505         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2506         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2507
2508         WarpZone_PlayerPhysics_FixVAngle(this);
2509
2510         if (frametime) {
2511                 // physics frames: update anticheat stuff
2512                 anticheat_prethink(this);
2513         }
2514
2515         if (blockSpectators && frametime) {
2516                 // WORKAROUND: only use dropclient in server frames (frametime set).
2517                 // Never use it in cl_movement frames (frametime zero).
2518                 checkSpectatorBlock(this);
2519         }
2520
2521         zoomstate_set = false;
2522
2523         // Check for nameless players
2524         if (this.netname == "" || this.netname != CS(this).netname_previous)
2525         {
2526                 bool assume_unchanged = (CS(this).netname_previous == "");
2527                 if (isInvisibleString(this.netname))
2528                 {
2529                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2530                         assume_unchanged = false;
2531                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2532                 }
2533                 if (!assume_unchanged && autocvar_sv_eventlog)
2534                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2535                 strcpy(CS(this).netname_previous, this.netname);
2536         }
2537
2538         // version nagging
2539         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2540         CS(this).version_nagtime = 0;
2541         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2542             // git client
2543         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2544             // git server
2545             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2546         } else {
2547             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2548             if (r < 0) { // old client
2549                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2550             } else if (r > 0) { // old server
2551                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2552             }
2553         }
2554     }
2555
2556         // GOD MODE info
2557         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2558         {
2559                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2560                 this.max_armorvalue = 0;
2561         }
2562
2563         if(IS_PLAYER(this))
2564         {
2565                 if (STAT(FROZEN, this) == 2)
2566                 {
2567                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2568                         this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2569                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2570
2571                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2572                                 Unfreeze(this);
2573                 }
2574                 else if (STAT(FROZEN, this) == 3)
2575                 {
2576                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2577                         this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2578
2579                         if (this.health < 1)
2580                         {
2581                                 if (this.vehicle)
2582                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2583                                 if(this.event_damage)
2584                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2585                         }
2586                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2587                                 Unfreeze(this);
2588                 }
2589         }
2590
2591         MUTATOR_CALLHOOK(PlayerPreThink, this);
2592
2593         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2594         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2595         {
2596                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2597                 {
2598                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2599                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2600                         {
2601                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2602                         }
2603                         else if(!it.owner)
2604                         {
2605                                 if(!it.team || SAME_TEAM(this, it))
2606                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2607                                 else if(autocvar_g_vehicles_steal)
2608                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2609                         }
2610                 });
2611
2612                 this.last_vehiclecheck = time + 1;
2613         }
2614
2615         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2616         {
2617                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2618                         PlayerUseKey(this);
2619                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2620         }
2621
2622         if (IS_REAL_CLIENT(this))
2623                 PrintWelcomeMessage(this);
2624
2625         if (IS_PLAYER(this)) {
2626                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2627                         error("Client can't be spawned as player on connection!");
2628                 if(!PlayerThink(this))
2629                         return;
2630         }
2631         else if (game_stopped || intermission_running) {
2632                 if(intermission_running)
2633                         IntermissionThink(this);
2634                 return;
2635         }
2636         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2637         {
2638                 CS(this).autojoin_checked = true;
2639                 // don't do this in ClientConnect
2640                 // many things can go wrong if a client is spawned as player on connection
2641                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2642                         || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2643                                 && (!teamplay || autocvar_g_balance_teams)))
2644                 {
2645                         campaign_bots_may_start = true;
2646                         Join(this);
2647                         return;
2648                 }
2649         }
2650         else if (IS_OBSERVER(this)) {
2651                 ObserverThink(this);
2652         }
2653         else if (IS_SPEC(this)) {
2654                 SpectatorThink(this);
2655         }
2656
2657         // WEAPONTODO: Add weapon request for this
2658         if (!zoomstate_set) {
2659                 bool wep_zoomed = false;
2660                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2661                 {
2662                         .entity weaponentity = weaponentities[slot];
2663                         Weapon thiswep = this.(weaponentity).m_weapon;
2664                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2665                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2666                 }
2667                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2668     }
2669
2670         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2671         {
2672                 CS(this).teamkill_soundtime = 0;
2673
2674                 entity e = CS(this).teamkill_soundsource;
2675                 entity oldpusher = e.pusher;
2676                 e.pusher = this;
2677                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2678                 e.pusher = oldpusher;
2679         }
2680
2681         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2682                 CS(this).taunt_soundtime = 0;
2683                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2684         }
2685
2686         target_voicescript_next(this);
2687
2688         // WEAPONTODO: Move into weaponsystem somehow
2689         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2690         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2691         {
2692                 .entity weaponentity = weaponentities[slot];
2693                 if(this.(weaponentity).m_weapon == WEP_Null)
2694                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2695         }
2696 }
2697
2698 void DrownPlayer(entity this)
2699 {
2700         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2701                 return;
2702
2703         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2704         {
2705                 if(this.air_finished < time)
2706                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2707                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2708         }
2709         else if (this.air_finished < time)
2710         {       // drown!
2711                 if (this.pain_finished < time)
2712                 {
2713                         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');
2714                         this.pain_finished = time + 0.5;
2715                 }
2716         }
2717 }
2718
2719 .bool move_qcphysics;
2720
2721 void Player_Physics(entity this)
2722 {
2723         set_movetype(this, this.move_movetype);
2724
2725         if(!this.move_qcphysics)
2726                 return;
2727
2728         if(!frametime && !CS(this).pm_frametime)
2729                 return;
2730
2731         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2732
2733         CS(this).pm_frametime = 0;
2734 }
2735
2736 /*
2737 =============
2738 PlayerPostThink
2739
2740 Called every frame for each client after the physics are run
2741 =============
2742 */
2743 void PlayerPostThink (entity this)
2744 {
2745         Player_Physics(this);
2746
2747         if (sv_maxidle > 0)
2748         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2749         if (IS_REAL_CLIENT(this))
2750         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2751         {
2752                 int totalClients = 0;
2753                 if(sv_maxidle_slots > 0)
2754                 {
2755                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2756                         {
2757                                 ++totalClients;
2758                         });
2759                 }
2760
2761                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2762                 { /* do nothing */ }
2763                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2764                 {
2765                         if (CS(this).idlekick_lasttimeleft)
2766                         {
2767                                 CS(this).idlekick_lasttimeleft = 0;
2768                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2769                         }
2770                 }
2771                 else
2772                 {
2773                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2774                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2775                                 if (!CS(this).idlekick_lasttimeleft)
2776                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2777                         }
2778                         if (timeleft <= 0) {
2779                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2780                                 dropclient(this);
2781                                 return;
2782                         }
2783                         else if (timeleft <= 10) {
2784                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2785                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2786                 }
2787                                 CS(this).idlekick_lasttimeleft = timeleft;
2788                         }
2789                 }
2790         }
2791
2792         CheatFrame(this);
2793
2794         if (game_stopped)
2795         {
2796                 this.solid = SOLID_NOT;
2797                 this.takedamage = DAMAGE_NO;
2798                 set_movetype(this, MOVETYPE_NONE);
2799         }
2800
2801         if (IS_PLAYER(this)) {
2802                 if(this.death_time == time && IS_DEAD(this))
2803                 {
2804                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2805                         // once all the damage events of this frame have been processed with normal size
2806                         this.maxs.z = 5;
2807                         setsize(this, this.mins, this.maxs);
2808                 }
2809                 DrownPlayer(this);
2810                 UpdateChatBubble(this);
2811                 if (CS(this).impulse) ImpulseCommands(this);
2812                 if (game_stopped)
2813                 {
2814                         CSQCMODEL_AUTOUPDATE(this);
2815                         return;
2816                 }
2817                 GetPressedKeys(this);
2818         }
2819
2820         if (this.waypointsprite_attachedforcarrier) {
2821             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2822                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2823     }
2824
2825         playerdemo_write(this);
2826
2827         CSQCMODEL_AUTOUPDATE(this);
2828 }
2829
2830 // hack to copy the button fields from the client entity to the Client State
2831 void PM_UpdateButtons(entity this, entity store)
2832 {
2833         if(this.impulse)
2834                 store.impulse = this.impulse;
2835         this.impulse = 0;
2836
2837         bool typing = this.buttonchat;
2838
2839         store.button0 = (typing) ? 0 : this.button0;
2840         //button1?!
2841         store.button2 = (typing) ? 0 : this.button2;
2842         store.button3 = (typing) ? 0 : this.button3;
2843         store.button4 = this.button4;
2844         store.button5 = (typing) ? 0 : this.button5;
2845         store.button6 = this.button6;
2846         store.button7 = this.button7;
2847         store.button8 = this.button8;
2848         store.button9 = this.button9;
2849         store.button10 = this.button10;
2850         store.button11 = this.button11;
2851         store.button12 = this.button12;
2852         store.button13 = this.button13;
2853         store.button14 = this.button14;
2854         store.button15 = this.button15;
2855         store.button16 = this.button16;
2856         store.buttonuse = this.buttonuse;
2857         store.buttonchat = this.buttonchat;
2858
2859         store.cursor_active = this.cursor_active;
2860         store.cursor_screen = this.cursor_screen;
2861         store.cursor_trace_start = this.cursor_trace_start;
2862         store.cursor_trace_endpos = this.cursor_trace_endpos;
2863         store.cursor_trace_ent = this.cursor_trace_ent;
2864
2865         store.ping = this.ping;
2866         store.ping_packetloss = this.ping_packetloss;
2867         store.ping_movementloss = this.ping_movementloss;
2868
2869         store.v_angle = this.v_angle;
2870         store.movement = (typing) ? '0 0 0' : this.movement;
2871 }
2872
2873 NET_HANDLE(fpsreport, bool)
2874 {
2875         int fps = ReadShort();
2876         PlayerScore_Set(sender, SP_FPS, fps);
2877         return true;
2878 }