]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
Merge branch 'Lyberta/URS3' into Lyberta/RandomStartWeapons
[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 "g_hook.qh"
18 #include "command/common.qh"
19 #include "cheats.qh"
20 #include "g_world.qh"
21 #include "race.qh"
22 #include "antilag.qh"
23 #include "campaign.qh"
24 #include "command/common.qh"
25 #include "scores_rules.qh"
26
27 #include "bot/api.qh"
28
29 #include "../common/ent_cs.qh"
30 #include "../common/wepent.qh"
31 #include <common/state.qh>
32
33 #include <common/effects/qc/globalsound.qh>
34
35 #include "../common/triggers/func/conveyor.qh"
36 #include "../common/triggers/teleporters.qh"
37
38 #include "../common/vehicles/all.qh"
39
40 #include "weapons/hitplot.qh"
41 #include "weapons/weaponsystem.qh"
42
43 #include "../common/net_notice.qh"
44 #include "../common/net_linked.qh"
45 #include "../common/physics/player.qh"
46
47 #include "../common/items/_mod.qh"
48
49 #include "../common/mutators/mutator/waypoints/all.qh"
50
51 #include "../common/triggers/subs.qh"
52 #include "../common/triggers/triggers.qh"
53 #include "../common/triggers/trigger/secret.qh"
54
55 #include "../common/minigames/sv_minigames.qh"
56
57 #include "../common/items/inventory.qh"
58
59 #include "../common/monsters/sv_monsters.qh"
60
61 #include "../lib/warpzone/server.qh"
62
63 STATIC_METHOD(Client, Add, void(Client this, int _team))
64 {
65     ClientConnect(this);
66     TRANSMUTE(Player, this);
67     this.frame = 12; // 7
68     this.team = _team;
69     PutClientInServer(this);
70 }
71
72 void PutObserverInServer(entity this);
73
74 STATIC_METHOD(Client, Remove, void(Client this))
75 {
76     TRANSMUTE(Observer, this);
77     PutClientInServer(this);
78     ClientDisconnect(this);
79 }
80
81 void send_CSQC_teamnagger() {
82         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
83 }
84
85 int CountSpectators(entity player, entity to)
86 {
87         if(!player) { return 0; } // not sure how, but best to be safe
88
89         int spec_count = 0;
90
91         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
92         {
93                 spec_count++;
94         });
95
96         return spec_count;
97 }
98
99 void WriteSpectators(entity player, entity to)
100 {
101         if(!player) { return; } // not sure how, but best to be safe
102
103         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
104         {
105                 WriteByte(MSG_ENTITY, num_for_edict(it));
106         });
107 }
108
109 bool ClientData_Send(entity this, entity to, int sf)
110 {
111         assert(to == this.owner, return false);
112
113         entity e = to;
114         if (IS_SPEC(e)) e = e.enemy;
115
116         sf = 0;
117         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
118         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
119         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
120         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
121
122         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
123         WriteByte(MSG_ENTITY, sf);
124
125         if (sf & BIT(1))
126                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
127
128         if(sf & BIT(4))
129         {
130                 float specs = CountSpectators(e, to);
131                 WriteByte(MSG_ENTITY, specs);
132                 WriteSpectators(e, to);
133         }
134
135         return true;
136 }
137
138 void ClientData_Attach(entity this)
139 {
140         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
141         CS(this).clientdata.drawonlytoclient = this;
142         CS(this).clientdata.owner = this;
143 }
144
145 void ClientData_Detach(entity this)
146 {
147         delete(CS(this).clientdata);
148         CS(this).clientdata = NULL;
149 }
150
151 void ClientData_Touch(entity e)
152 {
153         CS(e).clientdata.SendFlags = 1;
154
155         // make it spectatable
156         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
157 }
158
159 void SetSpectatee(entity this, entity spectatee);
160 void SetSpectatee_status(entity this, int spectatee_num);
161
162
163 /*
164 =============
165 CheckPlayerModel
166
167 Checks if the argument string can be a valid playermodel.
168 Returns a valid one in doubt.
169 =============
170 */
171 string FallbackPlayerModel;
172 string CheckPlayerModel(string plyermodel) {
173         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
174         {
175                 // note: we cannot summon Don Strunzone here, some player may
176                 // still have the model string set. In case anyone manages how
177                 // to change a cvar default, we'll have a small leak here.
178                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
179         }
180         // only in right path
181         if( substring(plyermodel,0,14) != "models/player/")
182                 return FallbackPlayerModel;
183         // only good file extensions
184         if(substring(plyermodel,-4,4) != ".zym")
185         if(substring(plyermodel,-4,4) != ".dpm")
186         if(substring(plyermodel,-4,4) != ".iqm")
187         if(substring(plyermodel,-4,4) != ".md3")
188         if(substring(plyermodel,-4,4) != ".psk")
189                 return FallbackPlayerModel;
190         // forbid the LOD models
191         if(substring(plyermodel, -9,5) == "_lod1")
192                 return FallbackPlayerModel;
193         if(substring(plyermodel, -9,5) == "_lod2")
194                 return FallbackPlayerModel;
195         if(plyermodel != strtolower(plyermodel))
196                 return FallbackPlayerModel;
197         // also, restrict to server models
198         if(autocvar_sv_servermodelsonly)
199         {
200                 if(!fexists(plyermodel))
201                         return FallbackPlayerModel;
202         }
203         return plyermodel;
204 }
205
206 void setplayermodel(entity e, string modelname)
207 {
208         precache_model(modelname);
209         _setmodel(e, modelname);
210         player_setupanimsformodel(e);
211         if(!autocvar_g_debug_globalsounds)
212                 UpdatePlayerSounds(e);
213 }
214
215 void FixPlayermodel(entity player);
216 /** putting a client as observer in the server */
217 void PutObserverInServer(entity this)
218 {
219     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
220         PlayerState_detach(this);
221
222         if (IS_PLAYER(this) && this.health >= 1) {
223         // despawn effect
224                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
225     }
226
227     {
228         entity spot = SelectSpawnPoint(this, true);
229         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
230         this.angles = vec2(spot.angles);
231         this.fixangle = true;
232         // offset it so that the spectator spawns higher off the ground, looks better this way
233         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
234         if (IS_REAL_CLIENT(this))
235         {
236             msg_entity = this;
237             WriteByte(MSG_ONE, SVC_SETVIEW);
238             WriteEntity(MSG_ONE, this);
239         }
240         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
241         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
242         if(!autocvar_g_debug_globalsounds)
243         {
244                 // needed for player sounds
245                 this.model = "";
246                 FixPlayermodel(this);
247         }
248         setmodel(this, MDL_Null);
249         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
250         this.view_ofs = '0 0 0';
251     }
252
253     RemoveGrapplingHooks(this);
254         Portal_ClearAll(this);
255         Unfreeze(this);
256         SetSpectatee(this, NULL);
257
258         if (this.alivetime)
259         {
260                 if (!warmup_stage)
261                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
262                 this.alivetime = 0;
263         }
264
265         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
266
267         WaypointSprite_PlayerDead(this);
268
269         if (mutator_returnvalue) {
270             // mutator prevents resetting teams+score
271         } else {
272                 int oldteam = this.team;
273                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
274                 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
275         this.frags = FRAGS_SPECTATOR;
276         PlayerScore_Clear(this);  // clear scores when needed
277     }
278
279         if (CS(this).killcount != FRAGS_SPECTATOR)
280         {
281                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
282                 if(!game_stopped)
283                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
284                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
285
286                 if(!CS(this).just_joined)
287                         LogTeamchange(this.playerid, -1, 4);
288                 else
289                         CS(this).just_joined = false;
290         }
291
292         accuracy_resend(this);
293
294         CS(this).spectatortime = time;
295         if(this.bot_attack)
296                 IL_REMOVE(g_bot_targets, this);
297         this.bot_attack = false;
298     this.hud = HUD_NORMAL;
299         TRANSMUTE(Observer, this);
300         this.iscreature = false;
301         this.teleportable = TELEPORT_SIMPLE;
302         if(this.damagedbycontents)
303                 IL_REMOVE(g_damagedbycontents, this);
304         this.damagedbycontents = false;
305         this.health = FRAGS_SPECTATOR;
306         SetSpectatee_status(this, etof(this));
307         this.takedamage = DAMAGE_NO;
308         this.solid = SOLID_NOT;
309         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
310         this.flags = FL_CLIENT | FL_NOTARGET;
311         this.armorvalue = 666;
312         this.effects = 0;
313         this.armorvalue = autocvar_g_balance_armor_start;
314         this.pauserotarmor_finished = 0;
315         this.pauserothealth_finished = 0;
316         this.pauseregen_finished = 0;
317         this.damageforcescale = 0;
318         this.death_time = 0;
319         this.respawn_flags = 0;
320         this.respawn_time = 0;
321         this.stat_respawn_time = 0;
322         this.alpha = 0;
323         this.scale = 0;
324         this.fade_time = 0;
325         this.pain_frame = 0;
326         this.pain_finished = 0;
327         this.strength_finished = 0;
328         this.invincible_finished = 0;
329         this.superweapons_finished = 0;
330         this.pushltime = 0;
331         this.istypefrag = 0;
332         setthink(this, func_null);
333         this.nextthink = 0;
334         this.deadflag = DEAD_NO;
335         this.crouch = false;
336         this.revive_progress = 0;
337         this.revival_time = 0;
338
339         this.items = 0;
340         this.weapons = '0 0 0';
341         this.drawonlytoclient = this;
342
343         this.weaponmodel = "";
344         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
345         {
346                 this.weaponentities[slot] = NULL;
347         }
348         this.exteriorweaponentity = NULL;
349         CS(this).killcount = FRAGS_SPECTATOR;
350         this.velocity = '0 0 0';
351         this.avelocity = '0 0 0';
352         this.punchangle = '0 0 0';
353         this.punchvector = '0 0 0';
354         this.oldvelocity = this.velocity;
355         this.fire_endtime = -1;
356         this.event_damage = func_null;
357
358         for(int slot = 0; slot < MAX_AXH; ++slot)
359         {
360                 entity axh = this.(AuxiliaryXhair[slot]);
361                 this.(AuxiliaryXhair[slot]) = NULL;
362
363                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
364                         delete(axh);
365         }
366 }
367
368 int player_getspecies(entity this)
369 {
370         get_model_parameters(this.model, this.skin);
371         int s = get_model_parameters_species;
372         get_model_parameters(string_null, 0);
373         if (s < 0) return SPECIES_HUMAN;
374         return s;
375 }
376
377 .float model_randomizer;
378 void FixPlayermodel(entity player)
379 {
380         string defaultmodel = "";
381         int defaultskin = 0;
382         if(autocvar_sv_defaultcharacter)
383         {
384                 if(teamplay)
385                 {
386                         switch(player.team)
387                         {
388                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
389                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
390                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
391                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
392                         }
393                 }
394
395                 if(defaultmodel == "")
396                 {
397                         defaultmodel = autocvar_sv_defaultplayermodel;
398                         defaultskin = autocvar_sv_defaultplayerskin;
399                 }
400
401                 int n = tokenize_console(defaultmodel);
402                 if(n > 0)
403                 {
404                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
405                         // However, do NOT randomize if the player-selected model is in the list.
406                         for (int i = 0; i < n; ++i)
407                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
408                                         defaultmodel = argv(i);
409                 }
410
411                 int i = strstrofs(defaultmodel, ":", 0);
412                 if(i >= 0)
413                 {
414                         defaultskin = stof(substring(defaultmodel, i+1, -1));
415                         defaultmodel = substring(defaultmodel, 0, i);
416                 }
417         }
418         if(autocvar_sv_defaultcharacterskin && !defaultskin)
419         {
420                 if(teamplay)
421                 {
422                         switch(player.team)
423                         {
424                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
425                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
426                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
427                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
428                         }
429                 }
430
431                 if(!defaultskin)
432                         defaultskin = autocvar_sv_defaultplayerskin;
433         }
434
435         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
436         defaultmodel = M_ARGV(0, string);
437         defaultskin = M_ARGV(1, int);
438
439         bool chmdl = false;
440         int oldskin;
441         if(defaultmodel != "")
442         {
443                 if (defaultmodel != player.model)
444                 {
445                         vector m1 = player.mins;
446                         vector m2 = player.maxs;
447                         setplayermodel (player, defaultmodel);
448                         setsize (player, m1, m2);
449                         chmdl = true;
450                 }
451
452                 oldskin = player.skin;
453                 player.skin = defaultskin;
454         } else {
455                 if (player.playermodel != player.model || player.playermodel == "")
456                 {
457                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
458                         vector m1 = player.mins;
459                         vector m2 = player.maxs;
460                         setplayermodel (player, player.playermodel);
461                         setsize (player, m1, m2);
462                         chmdl = true;
463                 }
464
465                 if(!autocvar_sv_defaultcharacterskin)
466                 {
467                         oldskin = player.skin;
468                         player.skin = stof(player.playerskin);
469                 }
470                 else
471                 {
472                         oldskin = player.skin;
473                         player.skin = defaultskin;
474                 }
475         }
476
477         if(chmdl || oldskin != player.skin) // model or skin has changed
478         {
479                 player.species = player_getspecies(player); // update species
480                 if(!autocvar_g_debug_globalsounds)
481                         UpdatePlayerSounds(player); // update skin sounds
482         }
483
484         if(!teamplay)
485                 if(strlen(autocvar_sv_defaultplayercolors))
486                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
487                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
488 }
489
490 void PutPlayerInServer(entity this)
491 {
492         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
493
494         PlayerState_attach(this);
495         accuracy_resend(this);
496
497         if (this.team < 0)
498                 JoinBestTeam(this, false, true);
499
500         entity spot = SelectSpawnPoint(this, false);
501         if (!spot) {
502                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
503                 return; // spawn failed
504         }
505
506         TRANSMUTE(Player, this);
507
508         CS(this).wasplayer = true;
509         this.iscreature = true;
510         this.teleportable = TELEPORT_NORMAL;
511         if(!this.damagedbycontents)
512                 IL_PUSH(g_damagedbycontents, this);
513         this.damagedbycontents = true;
514         set_movetype(this, MOVETYPE_WALK);
515         this.solid = SOLID_SLIDEBOX;
516         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
517         if (autocvar_g_playerclip_collisions)
518                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
519         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
520                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
521         this.frags = FRAGS_PLAYER;
522         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
523         this.flags = FL_CLIENT | FL_PICKUPITEMS;
524         if (autocvar__notarget)
525                 this.flags |= FL_NOTARGET;
526         this.takedamage = DAMAGE_AIM;
527         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
528         this.dmg = 2; // WTF
529
530         if (warmup_stage) {
531                 this.ammo_shells = warmup_start_ammo_shells;
532                 this.ammo_nails = warmup_start_ammo_nails;
533                 this.ammo_rockets = warmup_start_ammo_rockets;
534                 this.ammo_cells = warmup_start_ammo_cells;
535                 this.ammo_plasma = warmup_start_ammo_plasma;
536                 this.ammo_fuel = warmup_start_ammo_fuel;
537                 this.health = warmup_start_health;
538                 this.armorvalue = warmup_start_armorvalue;
539                 this.weapons = WARMUP_START_WEAPONS;
540         } else {
541                 this.ammo_shells = start_ammo_shells;
542                 this.ammo_nails = start_ammo_nails;
543                 this.ammo_rockets = start_ammo_rockets;
544                 this.ammo_cells = start_ammo_cells;
545                 this.ammo_plasma = start_ammo_plasma;
546                 this.ammo_fuel = start_ammo_fuel;
547                 this.health = start_health;
548                 this.armorvalue = start_armorvalue;
549                 this.weapons = start_weapons;
550                 GiveRandomWeapons(this, random_start_weapons_count,
551                         cvar_string("g_random_start_weapons"), random_start_shells,
552                         random_start_bullets, random_start_rockets, random_start_cells,
553                         random_start_plasma);
554         }
555         SetSpectatee_status(this, 0);
556
557         PS(this).dual_weapons = '0 0 0';
558
559         this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
560
561         this.items = start_items;
562
563         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
564         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
565         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
566         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
567         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
568         // extend the pause of rotting if client was reset at the beginning of the countdown
569         if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
570                 float f = game_starttime - time;
571                 this.spawnshieldtime += f;
572                 this.pauserotarmor_finished += f;
573                 this.pauserothealth_finished += f;
574                 this.pauseregen_finished += f;
575         }
576         this.damageforcescale = 2;
577         this.death_time = 0;
578         this.respawn_flags = 0;
579         this.respawn_time = 0;
580         this.stat_respawn_time = 0;
581         this.scale = autocvar_sv_player_scale;
582         this.fade_time = 0;
583         this.pain_frame = 0;
584         this.pain_finished = 0;
585         this.pushltime = 0;
586         setthink(this, func_null); // players have no think function
587         this.nextthink = 0;
588         this.dmg_team = 0;
589         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
590
591         this.deadflag = DEAD_NO;
592
593         this.angles = spot.angles;
594         this.angles_z = 0; // never spawn tilted even if the spot says to
595         if (IS_BOT_CLIENT(this))
596                 this.v_angle = this.angles;
597         this.fixangle = true; // turn this way immediately
598         this.oldvelocity = this.velocity = '0 0 0';
599         this.avelocity = '0 0 0';
600         this.punchangle = '0 0 0';
601         this.punchvector = '0 0 0';
602
603         this.strength_finished = 0;
604         this.invincible_finished = 0;
605         this.fire_endtime = -1;
606         this.revive_progress = 0;
607         this.revival_time = 0;
608         this.air_finished = time + 12;
609
610         entity spawnevent = new_pure(spawnevent);
611         spawnevent.owner = this;
612         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
613
614         // Cut off any still running player sounds.
615         stopsound(this, CH_PLAYER_SINGLE);
616
617         this.model = "";
618         FixPlayermodel(this);
619         this.drawonlytoclient = NULL;
620
621         this.viewloc = NULL;
622
623         this.crouch = false;
624         this.view_ofs = STAT(PL_VIEW_OFS, this);
625         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
626         this.spawnorigin = spot.origin;
627         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
628         // don't reset back to last position, even if new position is stuck in solid
629         this.oldorigin = this.origin;
630         this.lastteleporttime = time; // prevent insane speeds due to changing origin
631         if(this.conveyor)
632                 IL_REMOVE(g_conveyed, this);
633         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
634         this.hud = HUD_NORMAL;
635
636         this.event_damage = PlayerDamage;
637
638         if(!this.bot_attack)
639                 IL_PUSH(g_bot_targets, this);
640         this.bot_attack = true;
641         if(!this.monster_attack)
642                 IL_PUSH(g_monster_targets, this);
643         this.monster_attack = true;
644         navigation_dynamicgoal_init(this, false);
645
646         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
647
648         if (CS(this).killcount == FRAGS_SPECTATOR) {
649                 PlayerScore_Clear(this);
650                 CS(this).killcount = 0;
651         }
652
653         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
654         {
655                 .entity weaponentity = weaponentities[slot];
656                 entity oldwep = this.(weaponentity);
657                 CL_SpawnWeaponentity(this, weaponentity);
658                 if(oldwep && oldwep.owner == this)
659                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
660         }
661         this.alpha = default_player_alpha;
662         this.colormod = '1 1 1' * autocvar_g_player_brightness;
663         this.exteriorweaponentity.alpha = default_weapon_alpha;
664
665         this.speedrunning = false;
666
667         target_voicescript_clear(this);
668
669         // reset fields the weapons may use
670         FOREACH(Weapons, true, {
671                 it.wr_resetplayer(it, this);
672                         // reload all reloadable weapons
673                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
674                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
675                         {
676                                 .entity weaponentity = weaponentities[slot];
677                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
678                         }
679                 }
680         });
681
682         {
683                 string s = spot.target;
684                 spot.target = string_null;
685                 SUB_UseTargets(spot, this, NULL);
686                 spot.target = s;
687         }
688
689         Unfreeze(this);
690
691         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
692
693         if (autocvar_spawn_debug)
694         {
695                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
696                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
697         }
698
699         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
700         {
701                 .entity weaponentity = weaponentities[slot];
702                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
703                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
704                 else
705                         this.(weaponentity).m_switchweapon = WEP_Null;
706                 this.(weaponentity).m_weapon = WEP_Null;
707                 this.(weaponentity).weaponname = "";
708                 this.(weaponentity).m_switchingweapon = WEP_Null;
709                 this.(weaponentity).cnt = -1;
710         }
711
712         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
713
714         if (!warmup_stage && !this.alivetime)
715                 this.alivetime = time;
716
717         antilag_clear(this, CS(this));
718 }
719
720 /** Called when a client spawns in the server */
721 void PutClientInServer(entity this)
722 {
723         if (IS_BOT_CLIENT(this)) {
724                 TRANSMUTE(Player, this);
725         } else if (IS_REAL_CLIENT(this)) {
726                 msg_entity = this;
727                 WriteByte(MSG_ONE, SVC_SETVIEW);
728                 WriteEntity(MSG_ONE, this);
729         }
730         if (game_stopped)
731                 TRANSMUTE(Observer, this);
732
733         SetSpectatee(this, NULL);
734
735         // reset player keys
736         if(PS(this))
737                 PS(this).itemkeys = 0;
738
739         MUTATOR_CALLHOOK(PutClientInServer, this);
740
741         if (IS_OBSERVER(this)) {
742                 PutObserverInServer(this);
743         } else if (IS_PLAYER(this)) {
744                 PutPlayerInServer(this);
745         }
746 }
747
748 void ClientInit_misc(entity this);
749
750 // TODO do we need all these fields, or should we stop autodetecting runtime
751 // changes and just have a console command to update this?
752 bool ClientInit_SendEntity(entity this, entity to, int sf)
753 {
754         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
755         return = true;
756         msg_entity = to;
757         // MSG_INIT replacement
758         // TODO: make easier to use
759         Registry_send_all();
760         W_PROP_reload(MSG_ONE, to);
761         ClientInit_misc(this);
762         MUTATOR_CALLHOOK(Ent_Init);
763 }
764 void ClientInit_misc(entity this)
765 {
766         int channel = MSG_ONE;
767         WriteHeader(channel, ENT_CLIENT_INIT);
768         WriteByte(channel, g_nexball_meter_period * 32);
769         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
770         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
771         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
772         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
773         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
774         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
775         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
776         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
777
778         if(sv_foginterval && world.fog != "")
779                 WriteString(channel, world.fog);
780         else
781                 WriteString(channel, "");
782         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
783         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
784         WriteByte(channel, serverflags);
785         WriteCoord(channel, autocvar_g_trueaim_minrange);
786 }
787
788 void ClientInit_CheckUpdate(entity this)
789 {
790         this.nextthink = time;
791         if(this.count != autocvar_g_balance_armor_blockpercent)
792         {
793                 this.count = autocvar_g_balance_armor_blockpercent;
794                 this.SendFlags |= 1;
795         }
796         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
797         {
798                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
799                 this.SendFlags |= 1;
800         }
801 }
802
803 void ClientInit_Spawn()
804 {
805         entity e = new_pure(clientinit);
806         setthink(e, ClientInit_CheckUpdate);
807         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
808
809         ClientInit_CheckUpdate(e);
810 }
811
812 /*
813 =============
814 SetNewParms
815 =============
816 */
817 void SetNewParms ()
818 {
819         // initialize parms for a new player
820         parm1 = -(86400 * 366);
821
822         MUTATOR_CALLHOOK(SetNewParms);
823 }
824
825 /*
826 =============
827 SetChangeParms
828 =============
829 */
830 void SetChangeParms (entity this)
831 {
832         // save parms for level change
833         parm1 = CS(this).parm_idlesince - time;
834
835         MUTATOR_CALLHOOK(SetChangeParms);
836 }
837
838 /*
839 =============
840 DecodeLevelParms
841 =============
842 */
843 void DecodeLevelParms(entity this)
844 {
845         // load parms
846         CS(this).parm_idlesince = parm1;
847         if (CS(this).parm_idlesince == -(86400 * 366))
848                 CS(this).parm_idlesince = time;
849
850         // whatever happens, allow 60 seconds of idling directly after connect for map loading
851         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
852
853         MUTATOR_CALLHOOK(DecodeLevelParms);
854 }
855
856 /*
857 =============
858 ClientKill
859
860 Called when a client types 'kill' in the console
861 =============
862 */
863
864 .float clientkill_nexttime;
865 void ClientKill_Now_TeamChange(entity this)
866 {
867         if(CS(this).killindicator_teamchange == -1)
868         {
869                 JoinBestTeam( this, false, true );
870         }
871         else if(CS(this).killindicator_teamchange == -2)
872         {
873                 if(blockSpectators)
874                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
875                 PutObserverInServer(this);
876         }
877         else
878                 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
879         CS(this).killindicator_teamchange = 0;
880 }
881
882 void ClientKill_Now(entity this)
883 {
884         if(this.vehicle)
885         {
886             vehicles_exit(this.vehicle, VHEF_RELEASE);
887             if(!CS(this).killindicator_teamchange)
888             {
889             this.vehicle_health = -1;
890             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
891             }
892         }
893
894         if(this.killindicator && !wasfreed(this.killindicator))
895                 delete(this.killindicator);
896
897         this.killindicator = NULL;
898
899         if(CS(this).killindicator_teamchange)
900                 ClientKill_Now_TeamChange(this);
901
902         if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
903         {
904                 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
905         }
906
907         // now I am sure the player IS dead
908 }
909 void KillIndicator_Think(entity this)
910 {
911         if (game_stopped)
912         {
913                 this.owner.killindicator = NULL;
914                 delete(this);
915                 return;
916         }
917
918         if (this.owner.alpha < 0 && !this.owner.vehicle)
919         {
920                 this.owner.killindicator = NULL;
921                 delete(this);
922                 return;
923         }
924
925         if(this.cnt <= 0)
926         {
927                 ClientKill_Now(this.owner);
928                 return;
929         }
930     else if(this.health == 1) // health == 1 means that it's silent
931     {
932         this.nextthink = time + 1;
933         this.cnt -= 1;
934     }
935         else
936         {
937                 if(this.cnt <= 10)
938                         setmodel(this, MDL_NUM(this.cnt));
939                 if(IS_REAL_CLIENT(this.owner))
940                 {
941                         if(this.cnt <= 10)
942                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
943                 }
944                 this.nextthink = time + 1;
945                 this.cnt -= 1;
946         }
947 }
948
949 float clientkilltime;
950 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
951 {
952         float killtime;
953         float starttime;
954
955         if (game_stopped)
956                 return;
957
958         killtime = autocvar_g_balance_kill_delay;
959
960     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
961         return;
962     killtime = M_ARGV(1, float);
963
964         CS(this).killindicator_teamchange = targetteam;
965
966     if(!this.killindicator)
967         {
968                 if(!IS_DEAD(this))
969                 {
970                         killtime = max(killtime, this.clientkill_nexttime - time);
971                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
972                 }
973
974                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
975                 {
976                         ClientKill_Now(this);
977                 }
978                 else
979                 {
980                         starttime = max(time, clientkilltime);
981
982                         this.killindicator = spawn();
983                         this.killindicator.owner = this;
984                         this.killindicator.scale = 0.5;
985                         setattachment(this.killindicator, this, "");
986                         setorigin(this.killindicator, '0 0 52');
987                         setthink(this.killindicator, KillIndicator_Think);
988                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
989                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
990                         this.killindicator.cnt = ceil(killtime);
991                         this.killindicator.count = bound(0, ceil(killtime), 10);
992                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
993
994                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
995                         {
996                                 it.killindicator = spawn();
997                                 it.killindicator.owner = it;
998                                 it.killindicator.scale = 0.5;
999                                 setattachment(it.killindicator, it, "");
1000                                 setorigin(it.killindicator, '0 0 52');
1001                                 setthink(it.killindicator, KillIndicator_Think);
1002                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1003                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1004                                 it.killindicator.cnt = ceil(killtime);
1005                         });
1006                         this.lip = 0;
1007                 }
1008         }
1009         if(this.killindicator)
1010         {
1011                 if(targetteam == 0) // just die
1012                 {
1013                         this.killindicator.colormod = '0 0 0';
1014                         if(IS_REAL_CLIENT(this))
1015                         if(this.killindicator.cnt > 0)
1016                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1017                 }
1018                 else if(targetteam == -1) // auto
1019                 {
1020                         this.killindicator.colormod = '0 1 0';
1021                         if(IS_REAL_CLIENT(this))
1022                         if(this.killindicator.cnt > 0)
1023                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1024                 }
1025                 else if(targetteam == -2) // spectate
1026                 {
1027                         this.killindicator.colormod = '0.5 0.5 0.5';
1028                         if(IS_REAL_CLIENT(this))
1029                         if(this.killindicator.cnt > 0)
1030                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1031                 }
1032                 else
1033                 {
1034                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1035                         if(IS_REAL_CLIENT(this))
1036                         if(this.killindicator.cnt > 0)
1037                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1038                 }
1039         }
1040
1041 }
1042
1043 void ClientKill (entity this)
1044 {
1045         if(game_stopped) return;
1046         if(this.player_blocked) return;
1047         if(STAT(FROZEN, this)) return;
1048
1049         ClientKill_TeamChange(this, 0);
1050 }
1051
1052 void FixClientCvars(entity e)
1053 {
1054         // send prediction settings to the client
1055         stuffcmd(e, "\nin_bindmap 0 0\n");
1056         if(autocvar_g_antilag == 3) // client side hitscan
1057                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1058         if(autocvar_sv_gentle)
1059                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1060
1061         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1062         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1063
1064         MUTATOR_CALLHOOK(FixClientCvars, e);
1065 }
1066
1067 bool findinlist_abbrev(string tofind, string list)
1068 {
1069         if(list == "" || tofind == "")
1070                 return false; // empty list or search, just return
1071
1072         // this function allows abbreviated strings!
1073         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1074         {
1075                 return true;
1076         });
1077
1078         return false;
1079 }
1080
1081 bool PlayerInIPList(entity p, string iplist)
1082 {
1083         // some safety checks (never allow local?)
1084         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1085                 return false;
1086
1087         return findinlist_abbrev(p.netaddress, iplist);
1088 }
1089
1090 bool PlayerInIDList(entity p, string idlist)
1091 {
1092         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1093         if(!p.crypto_idfp)
1094                 return false;
1095
1096         return findinlist_abbrev(p.crypto_idfp, idlist);
1097 }
1098
1099 bool PlayerInList(entity player, string list)
1100 {
1101         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1102 }
1103
1104 #ifdef DP_EXT_PRECONNECT
1105 /*
1106 =============
1107 ClientPreConnect
1108
1109 Called once (not at each match start) when a client begins a connection to the server
1110 =============
1111 */
1112 void ClientPreConnect(entity this)
1113 {
1114         if(autocvar_sv_eventlog)
1115         {
1116                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1117                         this.playerid,
1118                         etof(this),
1119                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1120                 ));
1121         }
1122 }
1123 #endif
1124
1125 /**
1126 =============
1127 ClientConnect
1128
1129 Called when a client connects to the server
1130 =============
1131 */
1132 void ClientConnect(entity this)
1133 {
1134         if (Ban_MaybeEnforceBanOnce(this)) return;
1135         assert(!IS_CLIENT(this), return);
1136         this.flags |= FL_CLIENT;
1137         assert(player_count >= 0, player_count = 0);
1138
1139 #ifdef WATERMARK
1140         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1141 #endif
1142         TRANSMUTE(Client, this);
1143         CS(this).version_nagtime = time + 10 + random() * 10;
1144
1145         // identify the right forced team
1146         if (autocvar_g_campaign)
1147         {
1148                 if (IS_REAL_CLIENT(this)) // only players, not bots
1149                 {
1150                         switch (autocvar_g_campaign_forceteam)
1151                         {
1152                                 case 1: this.team_forced = NUM_TEAM_1; break;
1153                                 case 2: this.team_forced = NUM_TEAM_2; break;
1154                                 case 3: this.team_forced = NUM_TEAM_3; break;
1155                                 case 4: this.team_forced = NUM_TEAM_4; break;
1156                                 default: this.team_forced = 0;
1157                         }
1158                 }
1159         }
1160         else if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1161         else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1162         else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1163         else if (PlayerInList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1164         else switch (autocvar_g_forced_team_otherwise)
1165         {
1166                 default: this.team_forced = 0; break;
1167                 case "red": this.team_forced = NUM_TEAM_1; break;
1168                 case "blue": this.team_forced = NUM_TEAM_2; break;
1169                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1170                 case "pink": this.team_forced = NUM_TEAM_4; break;
1171                 case "spectate":
1172                 case "spectator":
1173                         this.team_forced = -1;
1174                         break;
1175         }
1176         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1177
1178     {
1179         int id = this.playerid;
1180         this.playerid = 0; // silent
1181             JoinBestTeam(this, false, false); // if the team number is valid, keep it
1182             this.playerid = id;
1183     }
1184
1185         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1186                 TRANSMUTE(Observer, this);
1187         } else {
1188                 if (!teamplay || autocvar_g_balance_teams) {
1189                         TRANSMUTE(Player, this);
1190                         campaign_bots_may_start = true;
1191                 } else {
1192                         TRANSMUTE(Observer, this); // do it anyway
1193                 }
1194         }
1195
1196         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1197
1198         // always track bots, don't ask for cl_allow_uidtracking
1199         if (IS_BOT_CLIENT(this))
1200                 PlayerStats_GameReport_AddPlayer(this);
1201         else
1202                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1203
1204         if (autocvar_sv_eventlog)
1205                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1206
1207         LogTeamchange(this.playerid, this.team, 1);
1208
1209         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1210
1211         CS(this).netname_previous = strzone(this.netname);
1212
1213         if(teamplay && IS_PLAYER(this))
1214                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1215         else
1216                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1217
1218         stuffcmd(this, clientstuff, "\n");
1219         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1220
1221         FixClientCvars(this);
1222
1223         // get version info from player
1224         stuffcmd(this, "cmd clientversion $gameversion\n");
1225
1226         // notify about available teams
1227         if (teamplay)
1228         {
1229                 CheckAllowedTeams(this);
1230                 int t = 0;
1231                 if (c1 >= 0) t |= BIT(0);
1232                 if (c2 >= 0) t |= BIT(1);
1233                 if (c3 >= 0) t |= BIT(2);
1234                 if (c4 >= 0) t |= BIT(3);
1235                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1236         }
1237         else
1238         {
1239                 stuffcmd(this, "set _teams_available 0\n");
1240         }
1241
1242         bot_relinkplayerlist();
1243
1244         CS(this).spectatortime = time;
1245         if (blockSpectators)
1246         {
1247                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1248         }
1249
1250         CS(this).jointime = time;
1251
1252         if (IS_REAL_CLIENT(this))
1253         {
1254                 if (g_weaponarena_weapons == WEPSET(TUBA))
1255                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1256         }
1257
1258         if (!sv_foginterval && world.fog != "")
1259                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1260
1261         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1262                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1263                         send_CSQC_teamnagger();
1264
1265         CSQCMODEL_AUTOINIT(this);
1266
1267         CS(this).model_randomizer = random();
1268
1269         if (IS_REAL_CLIENT(this))
1270                 sv_notice_join(this);
1271
1272         // update physics stats (players can spawn before physics runs)
1273         Physics_UpdateStats(this);
1274
1275         IL_EACH(g_initforplayer, it.init_for_player, {
1276                 it.init_for_player(it, this);
1277         });
1278
1279         MUTATOR_CALLHOOK(ClientConnect, this);
1280
1281         if (IS_REAL_CLIENT(this))
1282         {
1283                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1284                 {
1285                         CS(this).motd_actived_time = -1;
1286                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1287                 }
1288         }
1289 }
1290 /*
1291 =============
1292 ClientDisconnect
1293
1294 Called when a client disconnects from the server
1295 =============
1296 */
1297 .entity chatbubbleentity;
1298 void ReadyCount();
1299 void ClientDisconnect(entity this)
1300 {
1301         assert(IS_CLIENT(this), return);
1302
1303         PlayerStats_GameReport_FinalizePlayer(this);
1304         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1305         if (CS(this).active_minigame) part_minigame(this);
1306         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1307
1308         if (autocvar_sv_eventlog)
1309                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1310
1311         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1312
1313         if(IS_SPEC(this))
1314                 SetSpectatee(this, NULL);
1315
1316     MUTATOR_CALLHOOK(ClientDisconnect, this);
1317
1318         if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1319         ClientState_detach(this);
1320
1321         Portal_ClearAll(this);
1322
1323         Unfreeze(this);
1324
1325         RemoveGrapplingHooks(this);
1326
1327         // Here, everything has been done that requires this player to be a client.
1328
1329         this.flags &= ~FL_CLIENT;
1330
1331         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1332         if (this.killindicator) delete(this.killindicator);
1333
1334         WaypointSprite_PlayerGone(this);
1335
1336         bot_relinkplayerlist();
1337
1338         if (this.clientstatus) strunzone(this.clientstatus);
1339         if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1340         if (this.personal) delete(this.personal);
1341
1342         this.playerid = 0;
1343         ReadyCount();
1344         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1345
1346         ONREMOVE(this);
1347 }
1348
1349 void ChatBubbleThink(entity this)
1350 {
1351         this.nextthink = time;
1352         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1353         {
1354                 if(this.owner) // but why can that ever be NULL?
1355                         this.owner.chatbubbleentity = NULL;
1356                 delete(this);
1357                 return;
1358         }
1359
1360         this.mdl = "";
1361
1362         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1363         {
1364                 if ( CS(this.owner).active_minigame )
1365                         this.mdl = "models/sprites/minigame_busy.iqm";
1366                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1367                         this.mdl = "models/misc/chatbubble.spr";
1368         }
1369
1370         if ( this.model != this.mdl )
1371                 _setmodel(this, this.mdl);
1372
1373 }
1374
1375 void UpdateChatBubble(entity this)
1376 {
1377         if (this.alpha < 0)
1378                 return;
1379         // spawn a chatbubble entity if needed
1380         if (!this.chatbubbleentity)
1381         {
1382                 this.chatbubbleentity = new(chatbubbleentity);
1383                 this.chatbubbleentity.owner = this;
1384                 this.chatbubbleentity.exteriormodeltoclient = this;
1385                 setthink(this.chatbubbleentity, ChatBubbleThink);
1386                 this.chatbubbleentity.nextthink = time;
1387                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1388                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1389                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1390                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1391                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1392                 //this.chatbubbleentity.model = "";
1393                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1394         }
1395 }
1396
1397
1398 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1399 // added to the model skins
1400 /*void UpdateColorModHack()
1401 {
1402         float c;
1403         c = this.clientcolors & 15;
1404         // LordHavoc: only bothering to support white, green, red, yellow, blue
1405              if (!teamplay) this.colormod = '0 0 0';
1406         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1407         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1408         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1409         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1410         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1411         else this.colormod = '1 1 1';
1412 }*/
1413
1414 void respawn(entity this)
1415 {
1416         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1417         {
1418                 this.solid = SOLID_NOT;
1419                 this.takedamage = DAMAGE_NO;
1420                 set_movetype(this, MOVETYPE_FLY);
1421                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1422                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1423                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1424                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1425                 if(autocvar_g_respawn_ghosts_maxtime)
1426                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1427         }
1428
1429         CopyBody(this, 1);
1430
1431         this.effects |= EF_NODRAW; // prevent another CopyBody
1432         PutClientInServer(this);
1433 }
1434
1435 void play_countdown(entity this, float finished, Sound samp)
1436 {
1437     TC(Sound, samp);
1438         if(IS_REAL_CLIENT(this))
1439                 if(floor(finished - time - frametime) != floor(finished - time))
1440                         if(finished - time < 6)
1441                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1442 }
1443
1444 void player_powerups(entity this)
1445 {
1446         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1447         int items_prev = this.items;
1448
1449         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1450                 this.modelflags |= MF_ROCKET;
1451         else
1452                 this.modelflags &= ~MF_ROCKET;
1453
1454         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1455
1456         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1457                 return;
1458
1459         Fire_ApplyDamage(this);
1460         Fire_ApplyEffect(this);
1461
1462         if (!g_instagib)
1463         {
1464                 if (this.items & ITEM_Strength.m_itemid)
1465                 {
1466                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1467                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1468                         if (time > this.strength_finished)
1469                         {
1470                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1471                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1472                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1473                         }
1474                 }
1475                 else
1476                 {
1477                         if (time < this.strength_finished)
1478                         {
1479                                 this.items = this.items | ITEM_Strength.m_itemid;
1480                                 if(!g_cts)
1481                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1482                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1483                         }
1484                 }
1485                 if (this.items & ITEM_Shield.m_itemid)
1486                 {
1487                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1488                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1489                         if (time > this.invincible_finished)
1490                         {
1491                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1492                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1493                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1494                         }
1495                 }
1496                 else
1497                 {
1498                         if (time < this.invincible_finished)
1499                         {
1500                                 this.items = this.items | ITEM_Shield.m_itemid;
1501                                 if(!g_cts)
1502                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1503                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1504                         }
1505                 }
1506                 if (this.items & IT_SUPERWEAPON)
1507                 {
1508                         if (!(this.weapons & WEPSET_SUPERWEAPONS))
1509                         {
1510                                 this.superweapons_finished = 0;
1511                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1512                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1513                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1514                         }
1515                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1516                         {
1517                                 // don't let them run out
1518                         }
1519                         else
1520                         {
1521                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1522                                 if (time > this.superweapons_finished)
1523                                 {
1524                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1525                                         this.weapons &= ~WEPSET_SUPERWEAPONS;
1526                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1527                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1528                                 }
1529                         }
1530                 }
1531                 else if(this.weapons & WEPSET_SUPERWEAPONS)
1532                 {
1533                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1534                         {
1535                                 this.items = this.items | IT_SUPERWEAPON;
1536                                 if(!g_cts)
1537                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1538                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1539                         }
1540                         else
1541                         {
1542                                 this.superweapons_finished = 0;
1543                                 this.weapons &= ~WEPSET_SUPERWEAPONS;
1544                         }
1545                 }
1546                 else
1547                 {
1548                         this.superweapons_finished = 0;
1549                 }
1550         }
1551
1552         if(autocvar_g_nodepthtestplayers)
1553                 this.effects = this.effects | EF_NODEPTHTEST;
1554
1555         if(autocvar_g_fullbrightplayers)
1556                 this.effects = this.effects | EF_FULLBRIGHT;
1557
1558         if (time >= game_starttime)
1559         if (time < this.spawnshieldtime)
1560                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1561
1562         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1563 }
1564
1565 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1566 {
1567         if(current > stable)
1568                 return current;
1569         else if(current > stable - 0.25) // when close enough, "snap"
1570                 return stable;
1571         else
1572                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1573 }
1574
1575 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1576 {
1577         if(current < stable)
1578                 return current;
1579         else if(current < stable + 0.25) // when close enough, "snap"
1580                 return stable;
1581         else
1582                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1583 }
1584
1585 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1586 {
1587         if(current > rotstable)
1588         {
1589                 if(rotframetime > 0)
1590                 {
1591                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1592                         current = max(rotstable, current - rotlinear * rotframetime);
1593                 }
1594         }
1595         else if(current < regenstable)
1596         {
1597                 if(regenframetime > 0)
1598                 {
1599                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1600                         current = min(regenstable, current + regenlinear * regenframetime);
1601                 }
1602         }
1603
1604         if(current > limit)
1605                 current = limit;
1606
1607         return current;
1608 }
1609
1610 void player_regen(entity this)
1611 {
1612         float max_mod, regen_mod, rot_mod, limit_mod;
1613         max_mod = regen_mod = rot_mod = limit_mod = 1;
1614
1615         float regen_health = autocvar_g_balance_health_regen;
1616         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1617         float regen_health_rot = autocvar_g_balance_health_rot;
1618         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1619         float regen_health_stable = autocvar_g_balance_health_regenstable;
1620         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1621         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1622                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1623         max_mod = M_ARGV(1, float);
1624         regen_mod = M_ARGV(2, float);
1625         rot_mod = M_ARGV(3, float);
1626         limit_mod = M_ARGV(4, float);
1627         regen_health = M_ARGV(5, float);
1628         regen_health_linear = M_ARGV(6, float);
1629         regen_health_rot = M_ARGV(7, float);
1630         regen_health_rotlinear = M_ARGV(8, float);
1631         regen_health_stable = M_ARGV(9, float);
1632         regen_health_rotstable = M_ARGV(10, float);
1633
1634         if(!mutator_returnvalue)
1635         if(!STAT(FROZEN, this))
1636         {
1637                 float mina, maxa, limith, limita;
1638                 maxa = autocvar_g_balance_armor_rotstable;
1639                 mina = autocvar_g_balance_armor_regenstable;
1640                 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1641                 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1642
1643                 regen_health_rotstable = regen_health_rotstable * max_mod;
1644                 regen_health_stable = regen_health_stable * max_mod;
1645                 limith = limith * limit_mod;
1646                 limita = limita * limit_mod;
1647
1648                 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);
1649                 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);
1650         }
1651
1652         // if player rotted to death...  die!
1653         // check this outside above checks, as player may still be able to rot to death
1654         if(this.health < 1)
1655         {
1656                 if(this.vehicle)
1657                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1658                 if(this.event_damage)
1659                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1660         }
1661
1662         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1663         {
1664                 float minf, maxf, limitf;
1665
1666                 maxf = autocvar_g_balance_fuel_rotstable;
1667                 minf = autocvar_g_balance_fuel_regenstable;
1668                 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1669
1670                 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);
1671         }
1672         // Ugly hack to make sure the health and armor don't go beyond hard limit.
1673         // TODO: Remove this hack when all code uses GivePlayerHealth and
1674         // GivePlayerArmor.
1675         if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1676         {
1677                 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1678         }
1679         if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1680         {
1681                 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1682         }
1683         // End hack.
1684 }
1685
1686 bool zoomstate_set;
1687 void SetZoomState(entity this, float newzoom)
1688 {
1689         if(newzoom != CS(this).zoomstate)
1690         {
1691                 CS(this).zoomstate = newzoom;
1692                 ClientData_Touch(this);
1693         }
1694         zoomstate_set = true;
1695 }
1696
1697 void GetPressedKeys(entity this)
1698 {
1699         MUTATOR_CALLHOOK(GetPressedKeys, this);
1700         int keys = STAT(PRESSED_KEYS, this);
1701         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1702         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1703         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1704         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1705
1706         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1707         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1708         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1709         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1710         CS(this).pressedkeys = keys; // store for other users
1711
1712         STAT(PRESSED_KEYS, this) = keys;
1713 }
1714
1715 /*
1716 ======================
1717 spectate mode routines
1718 ======================
1719 */
1720
1721 void SpectateCopy(entity this, entity spectatee)
1722 {
1723     TC(Client, this); TC(Client, spectatee);
1724
1725         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1726         PS(this) = PS(spectatee);
1727         this.armortype = spectatee.armortype;
1728         this.armorvalue = spectatee.armorvalue;
1729         this.ammo_cells = spectatee.ammo_cells;
1730         this.ammo_plasma = spectatee.ammo_plasma;
1731         this.ammo_shells = spectatee.ammo_shells;
1732         this.ammo_nails = spectatee.ammo_nails;
1733         this.ammo_rockets = spectatee.ammo_rockets;
1734         this.ammo_fuel = spectatee.ammo_fuel;
1735         this.clip_load = spectatee.clip_load;
1736         this.clip_size = spectatee.clip_size;
1737         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1738         this.health = spectatee.health;
1739         CS(this).impulse = 0;
1740         this.items = spectatee.items;
1741         this.last_pickup = spectatee.last_pickup;
1742         this.hit_time = spectatee.hit_time;
1743         this.strength_finished = spectatee.strength_finished;
1744         this.invincible_finished = spectatee.invincible_finished;
1745         this.superweapons_finished = spectatee.superweapons_finished;
1746         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1747         this.weapons = spectatee.weapons;
1748         this.vortex_charge = spectatee.vortex_charge;
1749         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1750         this.hagar_load = spectatee.hagar_load;
1751         this.arc_heat_percent = spectatee.arc_heat_percent;
1752         this.minelayer_mines = spectatee.minelayer_mines;
1753         this.punchangle = spectatee.punchangle;
1754         this.view_ofs = spectatee.view_ofs;
1755         this.velocity = spectatee.velocity;
1756         this.dmg_take = spectatee.dmg_take;
1757         this.dmg_save = spectatee.dmg_save;
1758         this.dmg_inflictor = spectatee.dmg_inflictor;
1759         this.v_angle = spectatee.v_angle;
1760         this.angles = spectatee.v_angle;
1761         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1762         this.revive_progress = spectatee.revive_progress;
1763         this.viewloc = spectatee.viewloc;
1764         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1765                 this.fixangle = true;
1766         setorigin(this, spectatee.origin);
1767         setsize(this, spectatee.mins, spectatee.maxs);
1768         SetZoomState(this, CS(spectatee).zoomstate);
1769
1770         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1771         {
1772                 .entity weaponentity = weaponentities[slot];
1773                 this.(weaponentity) = spectatee.(weaponentity);
1774         }
1775
1776         for(int slot = 0; slot < MAX_AXH; ++slot)
1777         {
1778                 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1779         }
1780
1781     anticheat_spectatecopy(this, spectatee);
1782         this.hud = spectatee.hud;
1783         if(spectatee.vehicle)
1784     {
1785         this.angles = spectatee.v_angle;
1786
1787         //this.fixangle = false;
1788         //this.velocity = spectatee.vehicle.velocity;
1789         this.vehicle_health = spectatee.vehicle_health;
1790         this.vehicle_shield = spectatee.vehicle_shield;
1791         this.vehicle_energy = spectatee.vehicle_energy;
1792         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1793         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1794         this.vehicle_reload1 = spectatee.vehicle_reload1;
1795         this.vehicle_reload2 = spectatee.vehicle_reload2;
1796
1797         //msg_entity = this;
1798
1799        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1800             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1801            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1802            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1803
1804         //WriteByte (MSG_ONE, SVC_SETVIEW);
1805         //    WriteEntity(MSG_ONE, this);
1806         //makevectors(spectatee.v_angle);
1807         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1808     }
1809 }
1810
1811 bool SpectateUpdate(entity this)
1812 {
1813         if(!this.enemy)
1814                 return false;
1815
1816         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1817         {
1818                 SetSpectatee(this, NULL);
1819                 return false;
1820         }
1821
1822         SpectateCopy(this, this.enemy);
1823
1824         return true;
1825 }
1826
1827 bool SpectateSet(entity this)
1828 {
1829         if(!IS_PLAYER(this.enemy))
1830                 return false;
1831
1832         ClientData_Touch(this.enemy);
1833
1834         msg_entity = this;
1835         WriteByte(MSG_ONE, SVC_SETVIEW);
1836         WriteEntity(MSG_ONE, this.enemy);
1837         set_movetype(this, MOVETYPE_NONE);
1838         accuracy_resend(this);
1839
1840         if(!SpectateUpdate(this))
1841                 PutObserverInServer(this);
1842
1843         return true;
1844 }
1845
1846 void SetSpectatee_status(entity this, int spectatee_num)
1847 {
1848         int oldspectatee_status = CS(this).spectatee_status;
1849         CS(this).spectatee_status = spectatee_num;
1850
1851         if (CS(this).spectatee_status != oldspectatee_status)
1852         {
1853                 ClientData_Touch(this);
1854                 if (g_race || g_cts) race_InitSpectator();
1855         }
1856 }
1857
1858 void SetSpectatee(entity this, entity spectatee)
1859 {
1860         if(IS_BOT_CLIENT(this))
1861                 return; // bots abuse .enemy, this code is useless to them
1862
1863         entity old_spectatee = this.enemy;
1864
1865         this.enemy = spectatee;
1866
1867         // WEAPONTODO
1868         // these are required to fix the spectator bug with arc
1869         if(old_spectatee)
1870         {
1871                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1872                 {
1873                         .entity weaponentity = weaponentities[slot];
1874                         if(old_spectatee.(weaponentity).arc_beam)
1875                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1876                 }
1877         }
1878         if(this.enemy)
1879         {
1880                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1881                 {
1882                         .entity weaponentity = weaponentities[slot];
1883                         if(this.enemy.(weaponentity).arc_beam)
1884                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1885                 }
1886         }
1887
1888         if (this.enemy)
1889                 SetSpectatee_status(this, etof(this.enemy));
1890
1891         // needed to update spectator list
1892         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1893 }
1894
1895 bool Spectate(entity this, entity pl)
1896 {
1897         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1898                 return false;
1899         pl = M_ARGV(1, entity);
1900
1901         SetSpectatee(this, pl);
1902         return SpectateSet(this);
1903 }
1904
1905 bool SpectateNext(entity this)
1906 {
1907         entity ent = find(this.enemy, classname, STR_PLAYER);
1908
1909         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1910                 ent = M_ARGV(1, entity);
1911         else if (!ent)
1912                 ent = find(ent, classname, STR_PLAYER);
1913
1914         if(ent) { SetSpectatee(this, ent); }
1915
1916         return SpectateSet(this);
1917 }
1918
1919 bool SpectatePrev(entity this)
1920 {
1921         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1922         entity ent = findchain(classname, STR_PLAYER);
1923         if (!ent) // no player
1924                 return false;
1925
1926         entity first = ent;
1927         // skip players until current spectated player
1928         if(this.enemy)
1929         while(ent && ent != this.enemy)
1930                 ent = ent.chain;
1931
1932         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1933         {
1934                 case MUT_SPECPREV_FOUND:
1935                     ent = M_ARGV(1, entity);
1936                     break;
1937                 case MUT_SPECPREV_RETURN:
1938                     return true;
1939                 case MUT_SPECPREV_CONTINUE:
1940                 default:
1941                 {
1942                         if(ent.chain)
1943                                 ent = ent.chain;
1944                         else
1945                                 ent = first;
1946                         break;
1947                 }
1948         }
1949
1950         SetSpectatee(this, ent);
1951         return SpectateSet(this);
1952 }
1953
1954 /*
1955 =============
1956 ShowRespawnCountdown()
1957
1958 Update a respawn countdown display.
1959 =============
1960 */
1961 void ShowRespawnCountdown(entity this)
1962 {
1963         float number;
1964         if(!IS_DEAD(this)) // just respawned?
1965                 return;
1966         else
1967         {
1968                 number = ceil(this.respawn_time - time);
1969                 if(number <= 0)
1970                         return;
1971                 if(number <= this.respawn_countdown)
1972                 {
1973                         this.respawn_countdown = number - 1;
1974                         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
1975                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1976                 }
1977         }
1978 }
1979
1980 .bool team_selected;
1981 bool ShowTeamSelection(entity this)
1982 {
1983         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1984                 return false;
1985         stuffcmd(this, "menu_showteamselect\n");
1986         return true;
1987 }
1988 void Join(entity this)
1989 {
1990         TRANSMUTE(Player, this);
1991
1992         if(!this.team_selected)
1993         if(autocvar_g_campaign || autocvar_g_balance_teams)
1994                 JoinBestTeam(this, false, true);
1995
1996         if(autocvar_g_campaign)
1997                 campaign_bots_may_start = true;
1998
1999         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2000
2001         PutClientInServer(this);
2002
2003         if(IS_PLAYER(this))
2004         if(teamplay && this.team != -1)
2005                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2006         else
2007                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2008         this.team_selected = false;
2009 }
2010
2011 /**
2012  * Determines whether the player is allowed to join. This depends on cvar
2013  * g_maxplayers, if it isn't used this function always return true, otherwise
2014  * it checks whether the number of currently playing players exceeds g_maxplayers.
2015  * @return int number of free slots for players, 0 if none
2016  */
2017 int nJoinAllowed(entity this, entity ignore)
2018 {
2019         if(!ignore)
2020         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2021         // so report 0 free slots if restricted
2022         {
2023                 if(autocvar_g_forced_team_otherwise == "spectate")
2024                         return 0;
2025                 if(autocvar_g_forced_team_otherwise == "spectator")
2026                         return 0;
2027         }
2028
2029         if(this && this.team_forced < 0)
2030                 return 0; // forced spectators can never join
2031
2032         // TODO simplify this
2033         int totalClients = 0;
2034         int currentlyPlaying = 0;
2035         FOREACH_CLIENT(true, {
2036                 if(it != ignore)
2037                         ++totalClients;
2038                 if(IS_REAL_CLIENT(it))
2039                 if(IS_PLAYER(it) || it.caplayer)
2040                         ++currentlyPlaying;
2041         });
2042
2043         float free_slots = 0;
2044         if (!autocvar_g_maxplayers)
2045                 free_slots = maxclients - totalClients;
2046         else if(currentlyPlaying < autocvar_g_maxplayers)
2047                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2048
2049         static float join_prevent_msg_time = 0;
2050         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2051         {
2052                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2053                 join_prevent_msg_time = time + 3;
2054         }
2055
2056         return free_slots;
2057 }
2058
2059 /**
2060  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2061  * g_maxplayers_spectator_blocktime seconds
2062  */
2063 void checkSpectatorBlock(entity this)
2064 {
2065         if(IS_SPEC(this) || IS_OBSERVER(this))
2066         if(!this.caplayer)
2067         if(IS_REAL_CLIENT(this))
2068         {
2069                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2070                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2071                         dropclient(this);
2072                 }
2073         }
2074 }
2075
2076 void PrintWelcomeMessage(entity this)
2077 {
2078         if(CS(this).motd_actived_time == 0)
2079         {
2080                 if (autocvar_g_campaign) {
2081                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2082                                 CS(this).motd_actived_time = time;
2083                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2084                         }
2085                 } else {
2086                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2087                                 CS(this).motd_actived_time = time;
2088                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2089                         }
2090                 }
2091         }
2092         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2093         {
2094                 if (autocvar_g_campaign) {
2095                         if (PHYS_INPUT_BUTTON_INFO(this))
2096                                 CS(this).motd_actived_time = time;
2097                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2098                                 CS(this).motd_actived_time = 0;
2099                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2100                         }
2101                 } else {
2102                         if (PHYS_INPUT_BUTTON_INFO(this))
2103                                 CS(this).motd_actived_time = time;
2104                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2105                                 CS(this).motd_actived_time = 0;
2106                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2107                         }
2108                 }
2109         }
2110         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2111         {
2112                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2113                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2114                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2115                 {
2116                         // instanctly hide MOTD
2117                         CS(this).motd_actived_time = 0;
2118                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2119                 }
2120         }
2121 }
2122
2123 bool joinAllowed(entity this)
2124 {
2125         if (CS(this).version_mismatch) return false;
2126         if (!nJoinAllowed(this, this)) return false;
2127         if (teamplay && lockteams) return false;
2128         if (ShowTeamSelection(this)) return false;
2129         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2130         return true;
2131 }
2132
2133 .int items_added;
2134 bool PlayerThink(entity this)
2135 {
2136         if (game_stopped || intermission_running) {
2137                 this.modelflags &= ~MF_ROCKET;
2138                 if(intermission_running)
2139                         IntermissionThink(this);
2140                 return false;
2141         }
2142
2143         if (timeout_status == TIMEOUT_ACTIVE) {
2144         // don't allow the player to turn around while game is paused
2145                 // FIXME turn this into CSQC stuff
2146                 this.v_angle = this.lastV_angle;
2147                 this.angles = this.lastV_angle;
2148                 this.fixangle = true;
2149         }
2150
2151         if (frametime) player_powerups(this);
2152
2153         if (IS_DEAD(this)) {
2154                 if (this.personal && g_race_qualifying) {
2155                         if (time > this.respawn_time) {
2156                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2157                                 respawn(this);
2158                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2159                         }
2160                 } else {
2161                         if (frametime) player_anim(this);
2162
2163                         if (this.respawn_flags & RESPAWN_DENY)
2164                         {
2165                                 STAT(RESPAWN_TIME, this) = 0;
2166                                 return false;
2167                         }
2168
2169                         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));
2170
2171                         switch(this.deadflag)
2172                         {
2173                                 case DEAD_DYING:
2174                                 {
2175                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2176                                                 this.deadflag = DEAD_RESPAWNING;
2177                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2178                                                 this.deadflag = DEAD_DEAD;
2179                                         break;
2180                                 }
2181                                 case DEAD_DEAD:
2182                                 {
2183                                         if (button_pressed)
2184                                                 this.deadflag = DEAD_RESPAWNABLE;
2185                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2186                                                 this.deadflag = DEAD_RESPAWNING;
2187                                         break;
2188                                 }
2189                                 case DEAD_RESPAWNABLE:
2190                                 {
2191                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2192                                                 this.deadflag = DEAD_RESPAWNING;
2193                                         break;
2194                                 }
2195                                 case DEAD_RESPAWNING:
2196                                 {
2197                                         if (time > this.respawn_time)
2198                                         {
2199                                                 this.respawn_time = time + 1; // only retry once a second
2200                                                 this.respawn_time_max = this.respawn_time;
2201                                                 respawn(this);
2202                                         }
2203                                         break;
2204                                 }
2205                         }
2206
2207                         ShowRespawnCountdown(this);
2208
2209                         if (this.respawn_flags & RESPAWN_SILENT)
2210                                 STAT(RESPAWN_TIME, this) = 0;
2211                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2212                         {
2213                                 if (time < this.respawn_time)
2214                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2215                                 else if (this.deadflag != DEAD_RESPAWNING)
2216                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2217                         }
2218                         else
2219                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2220                 }
2221
2222                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2223                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2224                         STAT(RESPAWN_TIME, this) *= -1;
2225
2226                 return false;
2227         }
2228
2229         bool have_hook = false;
2230         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2231         {
2232                 .entity weaponentity = weaponentities[slot];
2233                 if(this.(weaponentity).hook.state)
2234                 {
2235                         have_hook = true;
2236                         break;
2237                 }
2238         }
2239         bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2240         if (have_hook) {
2241                 do_crouch = false;
2242         } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2243                 do_crouch = false;
2244         } else if (this.vehicle) {
2245                 do_crouch = false;
2246         } else if (STAT(FROZEN, this)) {
2247                 do_crouch = false;
2248     }
2249
2250         if (do_crouch) {
2251                 if (!this.crouch) {
2252                         this.crouch = true;
2253                         this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2254                         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2255                         // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2256                 }
2257         } else if (this.crouch) {
2258         tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2259         if (!trace_startsolid) {
2260             this.crouch = false;
2261             this.view_ofs = STAT(PL_VIEW_OFS, this);
2262             setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2263         }
2264         }
2265
2266         FixPlayermodel(this);
2267
2268         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2269         //if(frametime)
2270         {
2271                 this.items &= ~this.items_added;
2272
2273                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2274                 {
2275                         .entity weaponentity = weaponentities[slot];
2276                         W_WeaponFrame(this, weaponentity);
2277
2278                         if(slot == 0)
2279                         {
2280                                 this.clip_load = this.(weaponentity).clip_load;
2281                                 this.clip_size = this.(weaponentity).clip_size;
2282                         }
2283                 }
2284
2285                 this.items_added = 0;
2286                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2287             this.items_added |= IT_FUEL;
2288
2289                 this.items |= this.items_added;
2290         }
2291
2292         player_regen(this);
2293
2294         // WEAPONTODO: Add a weapon request for this
2295         // rot vortex charge to the charge limit
2296         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2297         {
2298                 .entity weaponentity = weaponentities[slot];
2299                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2300                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2301         }
2302
2303         if (frametime) player_anim(this);
2304
2305         // secret status
2306         secrets_setstatus(this);
2307
2308         // monsters status
2309         monsters_setstatus(this);
2310
2311         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2312
2313         return true;
2314 }
2315
2316 void ObserverThink(entity this)
2317 {
2318         if ( CS(this).impulse )
2319         {
2320                 MinigameImpulse(this, CS(this).impulse);
2321                 CS(this).impulse = 0;
2322         }
2323
2324         if (this.flags & FL_JUMPRELEASED) {
2325                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2326                         this.flags &= ~FL_JUMPRELEASED;
2327                         this.flags |= FL_SPAWNING;
2328                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2329                         this.flags &= ~FL_JUMPRELEASED;
2330                         if(SpectateNext(this)) {
2331                                 TRANSMUTE(Spectator, this);
2332                         }
2333                 } else {
2334                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2335                         set_movetype(this, preferred_movetype);
2336                 }
2337         } else {
2338                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2339                         this.flags |= FL_JUMPRELEASED;
2340                         if(this.flags & FL_SPAWNING)
2341                         {
2342                                 this.flags &= ~FL_SPAWNING;
2343                                 Join(this);
2344                                 return;
2345                         }
2346                 }
2347         }
2348 }
2349
2350 void SpectatorThink(entity this)
2351 {
2352         if ( CS(this).impulse )
2353         {
2354                 if(MinigameImpulse(this, CS(this).impulse))
2355                         CS(this).impulse = 0;
2356
2357                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2358                 {
2359                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2360                         CS(this).impulse = 0;
2361                         return;
2362                 }
2363         }
2364
2365         if (this.flags & FL_JUMPRELEASED) {
2366                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2367                         this.flags &= ~FL_JUMPRELEASED;
2368                         this.flags |= FL_SPAWNING;
2369                 } 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)) {
2370                         this.flags &= ~FL_JUMPRELEASED;
2371                         if(SpectateNext(this)) {
2372                                 TRANSMUTE(Spectator, this);
2373                         } else {
2374                                 TRANSMUTE(Observer, this);
2375                                 PutClientInServer(this);
2376                         }
2377                         CS(this).impulse = 0;
2378                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2379                         this.flags &= ~FL_JUMPRELEASED;
2380                         if(SpectatePrev(this)) {
2381                                 TRANSMUTE(Spectator, this);
2382                         } else {
2383                                 TRANSMUTE(Observer, this);
2384                                 PutClientInServer(this);
2385                         }
2386                         CS(this).impulse = 0;
2387                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2388                         this.flags &= ~FL_JUMPRELEASED;
2389                         TRANSMUTE(Observer, this);
2390                         PutClientInServer(this);
2391                 } else {
2392                         if(!SpectateUpdate(this))
2393                                 PutObserverInServer(this);
2394                 }
2395         } else {
2396                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2397                         this.flags |= FL_JUMPRELEASED;
2398                         if(this.flags & FL_SPAWNING)
2399                         {
2400                                 this.flags &= ~FL_SPAWNING;
2401                                 Join(this);
2402                                 return;
2403                         }
2404                 }
2405                 if(!SpectateUpdate(this))
2406                         PutObserverInServer(this);
2407         }
2408
2409         this.flags |= FL_CLIENT | FL_NOTARGET;
2410 }
2411
2412 void vehicles_enter (entity pl, entity veh);
2413 void PlayerUseKey(entity this)
2414 {
2415         if (!IS_PLAYER(this))
2416                 return;
2417
2418         if(this.vehicle)
2419         {
2420                 if(!game_stopped)
2421                 {
2422                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2423                         return;
2424                 }
2425         }
2426         else if(autocvar_g_vehicles_enter)
2427         {
2428                 if(!STAT(FROZEN, this))
2429                 if(!IS_DEAD(this))
2430                 if(!game_stopped)
2431                 {
2432                         entity head, closest_target = NULL;
2433                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2434
2435                         while(head) // find the closest acceptable target to enter
2436                         {
2437                                 if(IS_VEHICLE(head))
2438                                 if(!IS_DEAD(head))
2439                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2440                                 if(head.takedamage != DAMAGE_NO)
2441                                 {
2442                                         if(closest_target)
2443                                         {
2444                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2445                                                 { closest_target = head; }
2446                                         }
2447                                         else { closest_target = head; }
2448                                 }
2449
2450                                 head = head.chain;
2451                         }
2452
2453                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2454                 }
2455         }
2456
2457         // a use key was pressed; call handlers
2458         MUTATOR_CALLHOOK(PlayerUseKey, this);
2459 }
2460
2461
2462 /*
2463 =============
2464 PlayerPreThink
2465
2466 Called every frame for each client before the physics are run
2467 =============
2468 */
2469 .float last_vehiclecheck;
2470 void PlayerPreThink (entity this)
2471 {
2472         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2473         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2474
2475         WarpZone_PlayerPhysics_FixVAngle(this);
2476
2477         if (frametime) {
2478                 // physics frames: update anticheat stuff
2479                 anticheat_prethink(this);
2480         }
2481
2482         if (blockSpectators && frametime) {
2483                 // WORKAROUND: only use dropclient in server frames (frametime set).
2484                 // Never use it in cl_movement frames (frametime zero).
2485                 checkSpectatorBlock(this);
2486     }
2487
2488         zoomstate_set = false;
2489
2490         // Check for nameless players
2491         if (isInvisibleString(this.netname)) {
2492                 this.netname = strzone(sprintf("Player#%d", this.playerid));
2493                 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2494         }
2495         if (this.netname != CS(this).netname_previous) {
2496                 if (autocvar_sv_eventlog) {
2497                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2498         }
2499                 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2500                 CS(this).netname_previous = strzone(this.netname);
2501         }
2502
2503         // version nagging
2504         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2505         CS(this).version_nagtime = 0;
2506         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2507             // git client
2508         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2509             // git server
2510             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2511         } else {
2512             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2513             if (r < 0) { // old client
2514                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2515             } else if (r > 0) { // old server
2516                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2517             }
2518         }
2519     }
2520
2521         // GOD MODE info
2522         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2523         {
2524                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2525                 this.max_armorvalue = 0;
2526         }
2527
2528         if(IS_PLAYER(this))
2529         {
2530                 if (STAT(FROZEN, this) == 2)
2531                 {
2532                         this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2533                         this.health = max(1, this.revive_progress * start_health);
2534                         this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2535
2536                         if (this.revive_progress >= 1)
2537                                 Unfreeze(this);
2538                 }
2539                 else if (STAT(FROZEN, this) == 3)
2540                 {
2541                         this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2542                         this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2543
2544                         if (this.health < 1)
2545                         {
2546                                 if (this.vehicle)
2547                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2548                                 if(this.event_damage)
2549                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2550                         }
2551                         else if (this.revive_progress <= 0)
2552                                 Unfreeze(this);
2553                 }
2554         }
2555
2556         MUTATOR_CALLHOOK(PlayerPreThink, this);
2557
2558         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2559         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2560         {
2561                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2562                 {
2563                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2564                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2565                         {
2566                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2567                         }
2568                         else if(!it.owner)
2569                         {
2570                                 if(!it.team || SAME_TEAM(this, it))
2571                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2572                                 else if(autocvar_g_vehicles_steal)
2573                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2574                         }
2575                 });
2576
2577                 this.last_vehiclecheck = time + 1;
2578         }
2579
2580         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2581         {
2582                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2583                         PlayerUseKey(this);
2584                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2585         }
2586
2587         if (IS_REAL_CLIENT(this))
2588                 PrintWelcomeMessage(this);
2589
2590         if (IS_PLAYER(this)) {
2591                 if(!PlayerThink(this))
2592                         return;
2593         }
2594         else if (game_stopped || intermission_running) {
2595                 if(intermission_running)
2596                         IntermissionThink(this);
2597                 return;
2598         }
2599         else if (IS_OBSERVER(this)) {
2600                 ObserverThink(this);
2601         }
2602         else if (IS_SPEC(this)) {
2603                 SpectatorThink(this);
2604         }
2605
2606         // WEAPONTODO: Add weapon request for this
2607         if (!zoomstate_set) {
2608                 bool wep_zoomed = false;
2609                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2610                 {
2611                         .entity weaponentity = weaponentities[slot];
2612                         Weapon thiswep = this.(weaponentity).m_weapon;
2613                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2614                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2615                 }
2616                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2617     }
2618
2619         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2620         {
2621                 CS(this).teamkill_soundtime = 0;
2622
2623                 entity e = CS(this).teamkill_soundsource;
2624                 entity oldpusher = e.pusher;
2625                 e.pusher = this;
2626                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2627                 e.pusher = oldpusher;
2628         }
2629
2630         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2631                 CS(this).taunt_soundtime = 0;
2632                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2633         }
2634
2635         target_voicescript_next(this);
2636
2637         // WEAPONTODO: Move into weaponsystem somehow
2638         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2639         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2640         {
2641                 .entity weaponentity = weaponentities[slot];
2642                 if(this.(weaponentity).m_weapon == WEP_Null)
2643                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2644         }
2645 }
2646
2647 void DrownPlayer(entity this)
2648 {
2649         if(IS_DEAD(this))
2650                 return;
2651
2652         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2653         {
2654                 if(this.air_finished < time)
2655                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2656                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2657                 this.dmg = 2;
2658         }
2659         else if (this.air_finished < time)
2660         {       // drown!
2661                 if (this.pain_finished < time)
2662                 {
2663                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2664                         this.pain_finished = time + 0.5;
2665                 }
2666         }
2667 }
2668
2669 .bool move_qcphysics;
2670
2671 void Player_Physics(entity this)
2672 {
2673         set_movetype(this, this.move_movetype);
2674
2675         if(!this.move_qcphysics)
2676                 return;
2677
2678         if(!frametime && !CS(this).pm_frametime)
2679                 return;
2680
2681         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2682
2683         CS(this).pm_frametime = 0;
2684 }
2685
2686 /*
2687 =============
2688 PlayerPostThink
2689
2690 Called every frame for each client after the physics are run
2691 =============
2692 */
2693 void PlayerPostThink (entity this)
2694 {
2695         Player_Physics(this);
2696
2697         if (sv_maxidle > 0)
2698         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2699         if (IS_REAL_CLIENT(this))
2700         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2701         {
2702                 int totalClients = 0;
2703                 if(sv_maxidle_slots > 0)
2704                 {
2705                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2706                         {
2707                                 ++totalClients;
2708                         });
2709                 }
2710
2711                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2712                 { /* do nothing */ }
2713                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2714                 {
2715                         if (CS(this).idlekick_lasttimeleft)
2716                         {
2717                                 CS(this).idlekick_lasttimeleft = 0;
2718                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2719                         }
2720                 }
2721                 else
2722                 {
2723                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2724                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2725                                 if (!CS(this).idlekick_lasttimeleft)
2726                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2727                         }
2728                         if (timeleft <= 0) {
2729                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2730                                 dropclient(this);
2731                                 return;
2732                         }
2733                         else if (timeleft <= 10) {
2734                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2735                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2736                 }
2737                                 CS(this).idlekick_lasttimeleft = timeleft;
2738                         }
2739                 }
2740         }
2741
2742         CheatFrame(this);
2743
2744         if (game_stopped)
2745         {
2746                 this.solid = SOLID_NOT;
2747                 this.takedamage = DAMAGE_NO;
2748                 set_movetype(this, MOVETYPE_NONE);
2749         }
2750
2751         if (IS_PLAYER(this)) {
2752                 DrownPlayer(this);
2753                 UpdateChatBubble(this);
2754                 if (CS(this).impulse) ImpulseCommands(this);
2755                 if (game_stopped)
2756                 {
2757                         CSQCMODEL_AUTOUPDATE(this);
2758                         return;
2759                 }
2760                 GetPressedKeys(this);
2761         }
2762
2763         if (this.waypointsprite_attachedforcarrier) {
2764             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2765                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2766     }
2767
2768         playerdemo_write(this);
2769
2770         CSQCMODEL_AUTOUPDATE(this);
2771 }
2772
2773 // hack to copy the button fields from the client entity to the Client State
2774 void PM_UpdateButtons(entity this, entity store)
2775 {
2776         if(this.impulse)
2777                 store.impulse = this.impulse;
2778         this.impulse = 0;
2779
2780         store.button0 = this.button0;
2781         store.button2 = this.button2;
2782         store.button3 = this.button3;
2783         store.button4 = this.button4;
2784         store.button5 = this.button5;
2785         store.button6 = this.button6;
2786         store.button7 = this.button7;
2787         store.button8 = this.button8;
2788         store.button9 = this.button9;
2789         store.button10 = this.button10;
2790         store.button11 = this.button11;
2791         store.button12 = this.button12;
2792         store.button13 = this.button13;
2793         store.button14 = this.button14;
2794         store.button15 = this.button15;
2795         store.button16 = this.button16;
2796         store.buttonuse = this.buttonuse;
2797         store.buttonchat = this.buttonchat;
2798
2799         store.cursor_active = this.cursor_active;
2800         store.cursor_screen = this.cursor_screen;
2801         store.cursor_trace_start = this.cursor_trace_start;
2802         store.cursor_trace_endpos = this.cursor_trace_endpos;
2803         store.cursor_trace_ent = this.cursor_trace_ent;
2804
2805         store.ping = this.ping;
2806         store.ping_packetloss = this.ping_packetloss;
2807         store.ping_movementloss = this.ping_movementloss;
2808
2809         store.v_angle = this.v_angle;
2810         store.movement = this.movement;
2811 }