]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
Merge branch 'master' into Lyberta/TeamplayOverhaul2
[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 "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
17 #include "g_hook.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
21 #include "cheats.qh"
22 #include "g_world.qh"
23 #include "race.qh"
24 #include "antilag.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
28
29 #include "bot/api.qh"
30
31 #include "../common/ent_cs.qh"
32 #include "../common/wepent.qh"
33 #include <common/state.qh>
34
35 #include <common/effects/qc/globalsound.qh>
36
37 #include "../common/mapobjects/func/conveyor.qh"
38 #include "../common/mapobjects/teleporters.qh"
39 #include "../common/mapobjects/target/spawnpoint.qh"
40
41 #include "../common/vehicles/all.qh"
42
43 #include "weapons/hitplot.qh"
44 #include "weapons/weaponsystem.qh"
45
46 #include "../common/net_notice.qh"
47 #include "../common/net_linked.qh"
48 #include "../common/physics/player.qh"
49
50 #include <common/vehicles/sv_vehicles.qh>
51
52 #include "../common/items/_mod.qh"
53
54 #include "../common/mutators/mutator/waypoints/all.qh"
55 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
56 #include <common/gamemodes/_mod.qh>
57
58 #include "../common/mapobjects/subs.qh"
59 #include "../common/mapobjects/triggers.qh"
60 #include "../common/mapobjects/trigger/secret.qh"
61
62 #include "../common/minigames/sv_minigames.qh"
63
64 #include "../common/items/inventory.qh"
65
66 #include "../common/monsters/sv_monsters.qh"
67
68 #include "../lib/warpzone/server.qh"
69
70 #include <common/mutators/mutator/overkill/oknex.qh>
71
72 STATIC_METHOD(Client, Add, void(Client this, int _team))
73 {
74     ClientConnect(this);
75     TRANSMUTE(Player, this);
76     this.frame = 12; // 7
77     this.team = _team;
78     PutClientInServer(this);
79 }
80
81 STATIC_METHOD(Client, Remove, void(Client this))
82 {
83     TRANSMUTE(Observer, this);
84     PutClientInServer(this);
85     ClientDisconnect(this);
86 }
87
88 void send_CSQC_teamnagger() {
89         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
90 }
91
92 int CountSpectators(entity player, entity to)
93 {
94         if(!player) { return 0; } // not sure how, but best to be safe
95
96         int spec_count = 0;
97
98         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
99         {
100                 spec_count++;
101         });
102
103         return spec_count;
104 }
105
106 void WriteSpectators(entity player, entity to)
107 {
108         if(!player) { return; } // not sure how, but best to be safe
109
110         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111         {
112                 WriteByte(MSG_ENTITY, num_for_edict(it));
113         });
114 }
115
116 bool ClientData_Send(entity this, entity to, int sf)
117 {
118         assert(to == this.owner, return false);
119
120         entity e = to;
121         if (IS_SPEC(e)) e = e.enemy;
122
123         sf = 0;
124         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
125         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
126         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
127         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
128
129         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
130         WriteByte(MSG_ENTITY, sf);
131
132         if (sf & BIT(1))
133                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
134
135         if(sf & BIT(4))
136         {
137                 float specs = CountSpectators(e, to);
138                 WriteByte(MSG_ENTITY, specs);
139                 WriteSpectators(e, to);
140         }
141
142         return true;
143 }
144
145 void ClientData_Attach(entity this)
146 {
147         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
148         CS(this).clientdata.drawonlytoclient = this;
149         CS(this).clientdata.owner = this;
150 }
151
152 void ClientData_Detach(entity this)
153 {
154         delete(CS(this).clientdata);
155         CS(this).clientdata = NULL;
156 }
157
158 void ClientData_Touch(entity e)
159 {
160         entity cd = CS(e).clientdata;
161         if (cd) { cd.SendFlags = 1; }
162
163         // make it spectatable
164         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
165         {
166                 entity cd = CS(it).clientdata;
167                 if (cd) { cd.SendFlags = 1; }
168         });
169 }
170
171
172 /*
173 =============
174 CheckPlayerModel
175
176 Checks if the argument string can be a valid playermodel.
177 Returns a valid one in doubt.
178 =============
179 */
180 string FallbackPlayerModel;
181 string CheckPlayerModel(string plyermodel) {
182         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
183         {
184                 // note: we cannot summon Don Strunzone here, some player may
185                 // still have the model string set. In case anyone manages how
186                 // to change a cvar default, we'll have a small leak here.
187                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
188         }
189         // only in right path
190         if( substring(plyermodel,0,14) != "models/player/")
191                 return FallbackPlayerModel;
192         // only good file extensions
193         if(substring(plyermodel,-4,4) != ".zym")
194         if(substring(plyermodel,-4,4) != ".dpm")
195         if(substring(plyermodel,-4,4) != ".iqm")
196         if(substring(plyermodel,-4,4) != ".md3")
197         if(substring(plyermodel,-4,4) != ".psk")
198                 return FallbackPlayerModel;
199         // forbid the LOD models
200         if(substring(plyermodel, -9,5) == "_lod1")
201                 return FallbackPlayerModel;
202         if(substring(plyermodel, -9,5) == "_lod2")
203                 return FallbackPlayerModel;
204         if(plyermodel != strtolower(plyermodel))
205                 return FallbackPlayerModel;
206         // also, restrict to server models
207         if(autocvar_sv_servermodelsonly)
208         {
209                 if(!fexists(plyermodel))
210                         return FallbackPlayerModel;
211         }
212         return plyermodel;
213 }
214
215 void setplayermodel(entity e, string modelname)
216 {
217         precache_model(modelname);
218         _setmodel(e, modelname);
219         player_setupanimsformodel(e);
220         if(!autocvar_g_debug_globalsounds)
221                 UpdatePlayerSounds(e);
222 }
223
224 /** putting a client as observer in the server */
225 void PutObserverInServer(entity this)
226 {
227     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
228         PlayerState_detach(this);
229
230         if (IS_PLAYER(this))
231         {
232                 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
233                 {
234                         // despawn effect
235                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
236                 }
237
238                 // was a player, recount votes and ready status
239                 if(IS_REAL_CLIENT(this))
240                 {
241                         if (vote_called) { VoteCount(false); }
242                         ReadyCount();
243                 }
244     }
245
246     {
247         entity spot = SelectSpawnPoint(this, true);
248         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
249         this.angles = vec2(spot.angles);
250         this.fixangle = true;
251         // offset it so that the spectator spawns higher off the ground, looks better this way
252         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
253         if (IS_REAL_CLIENT(this))
254         {
255             msg_entity = this;
256             WriteByte(MSG_ONE, SVC_SETVIEW);
257             WriteEntity(MSG_ONE, this);
258         }
259         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
260         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
261         if(!autocvar_g_debug_globalsounds)
262         {
263                 // needed for player sounds
264                 this.model = "";
265                 FixPlayermodel(this);
266         }
267         setmodel(this, MDL_Null);
268         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
269         this.view_ofs = '0 0 0';
270     }
271
272     RemoveGrapplingHooks(this);
273         Portal_ClearAll(this);
274         Unfreeze(this);
275         SetSpectatee(this, NULL);
276
277         if (this.alivetime)
278         {
279                 if (!warmup_stage)
280                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
281                 this.alivetime = 0;
282         }
283
284         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
285
286         WaypointSprite_PlayerDead(this);
287
288         if (CS(this).killcount != FRAGS_SPECTATOR)
289         {
290                 if(!game_stopped)
291                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
292                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
293
294                 if(CS(this).just_joined)
295                 {
296                         CS(this).just_joined = false;
297                 }
298         }
299
300         accuracy_resend(this);
301
302         CS(this).spectatortime = time;
303         if(this.bot_attack)
304                 IL_REMOVE(g_bot_targets, this);
305         this.bot_attack = false;
306         if(this.monster_attack)
307                 IL_REMOVE(g_monster_targets, this);
308         this.monster_attack = false;
309     STAT(HUD, this) = HUD_NORMAL;
310         TRANSMUTE(Observer, this);
311         this.iscreature = false;
312         this.teleportable = TELEPORT_SIMPLE;
313         if(this.damagedbycontents)
314                 IL_REMOVE(g_damagedbycontents, this);
315         this.damagedbycontents = false;
316         SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
317         SetSpectatee_status(this, etof(this));
318         this.takedamage = DAMAGE_NO;
319         this.solid = SOLID_NOT;
320         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
321         this.flags = FL_CLIENT | FL_NOTARGET;
322         this.effects = 0;
323         SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
324         this.pauserotarmor_finished = 0;
325         this.pauserothealth_finished = 0;
326         this.pauseregen_finished = 0;
327         this.damageforcescale = 0;
328         this.death_time = 0;
329         this.respawn_flags = 0;
330         this.respawn_time = 0;
331         STAT(RESPAWN_TIME, this) = 0;
332         this.alpha = 0;
333         this.scale = 0;
334         this.fade_time = 0;
335         this.pain_frame = 0;
336         this.pain_finished = 0;
337         this.strength_finished = 0;
338         this.invincible_finished = 0;
339         this.superweapons_finished = 0;
340         this.dphitcontentsmask = 0;
341         this.pushltime = 0;
342         this.istypefrag = 0;
343         setthink(this, func_null);
344         this.nextthink = 0;
345         this.deadflag = DEAD_NO;
346         this.crouch = false;
347         STAT(REVIVE_PROGRESS, this) = 0;
348         this.revival_time = 0;
349
350         this.items = 0;
351         STAT(WEAPONS, this) = '0 0 0';
352         this.drawonlytoclient = this;
353
354         this.viewloc = NULL;
355
356         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
357
358         this.weaponmodel = "";
359         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
360         {
361                 this.weaponentities[slot] = NULL;
362         }
363         this.exteriorweaponentity = NULL;
364         CS(this).killcount = FRAGS_SPECTATOR;
365         this.velocity = '0 0 0';
366         this.avelocity = '0 0 0';
367         this.punchangle = '0 0 0';
368         this.punchvector = '0 0 0';
369         this.oldvelocity = this.velocity;
370         this.fire_endtime = -1;
371         this.event_damage = func_null;
372         this.event_heal = func_null;
373
374         for(int slot = 0; slot < MAX_AXH; ++slot)
375         {
376                 entity axh = this.(AuxiliaryXhair[slot]);
377                 this.(AuxiliaryXhair[slot]) = NULL;
378
379                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
380                         delete(axh);
381         }
382         
383         if (mutator_returnvalue)
384         {
385                 // mutator prevents resetting teams+score
386         }
387         else
388         {
389                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
390                 this.frags = FRAGS_SPECTATOR;
391     }
392 }
393
394 int player_getspecies(entity this)
395 {
396         get_model_parameters(this.model, this.skin);
397         int s = get_model_parameters_species;
398         get_model_parameters(string_null, 0);
399         if (s < 0) return SPECIES_HUMAN;
400         return s;
401 }
402
403 .float model_randomizer;
404 void FixPlayermodel(entity player)
405 {
406         string defaultmodel = "";
407         int defaultskin = 0;
408         if(autocvar_sv_defaultcharacter)
409         {
410                 if(teamplay)
411                 {
412                         switch(player.team)
413                         {
414                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
415                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
416                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
417                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
418                         }
419                 }
420
421                 if(defaultmodel == "")
422                 {
423                         defaultmodel = autocvar_sv_defaultplayermodel;
424                         defaultskin = autocvar_sv_defaultplayerskin;
425                 }
426
427                 int n = tokenize_console(defaultmodel);
428                 if(n > 0)
429                 {
430                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
431                         // However, do NOT randomize if the player-selected model is in the list.
432                         for (int i = 0; i < n; ++i)
433                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
434                                         defaultmodel = argv(i);
435                 }
436
437                 int i = strstrofs(defaultmodel, ":", 0);
438                 if(i >= 0)
439                 {
440                         defaultskin = stof(substring(defaultmodel, i+1, -1));
441                         defaultmodel = substring(defaultmodel, 0, i);
442                 }
443         }
444         if(autocvar_sv_defaultcharacterskin && !defaultskin)
445         {
446                 if(teamplay)
447                 {
448                         switch(player.team)
449                         {
450                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
451                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
452                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
453                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
454                         }
455                 }
456
457                 if(!defaultskin)
458                         defaultskin = autocvar_sv_defaultplayerskin;
459         }
460
461         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
462         defaultmodel = M_ARGV(0, string);
463         defaultskin = M_ARGV(1, int);
464
465         bool chmdl = false;
466         int oldskin;
467         if(defaultmodel != "")
468         {
469                 if (defaultmodel != player.model)
470                 {
471                         vector m1 = player.mins;
472                         vector m2 = player.maxs;
473                         setplayermodel (player, defaultmodel);
474                         setsize (player, m1, m2);
475                         chmdl = true;
476                 }
477
478                 oldskin = player.skin;
479                 player.skin = defaultskin;
480         } else {
481                 if (player.playermodel != player.model || player.playermodel == "")
482                 {
483                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
484                         vector m1 = player.mins;
485                         vector m2 = player.maxs;
486                         setplayermodel (player, player.playermodel);
487                         setsize (player, m1, m2);
488                         chmdl = true;
489                 }
490
491                 if(!autocvar_sv_defaultcharacterskin)
492                 {
493                         oldskin = player.skin;
494                         player.skin = stof(player.playerskin);
495                 }
496                 else
497                 {
498                         oldskin = player.skin;
499                         player.skin = defaultskin;
500                 }
501         }
502
503         if(chmdl || oldskin != player.skin) // model or skin has changed
504         {
505                 player.species = player_getspecies(player); // update species
506                 if(!autocvar_g_debug_globalsounds)
507                         UpdatePlayerSounds(player); // update skin sounds
508         }
509
510         if(!teamplay)
511                 if(strlen(autocvar_sv_defaultplayercolors))
512                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
513                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
514 }
515
516 void PutPlayerInServer(entity this)
517 {
518         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
519
520         PlayerState_attach(this);
521         accuracy_resend(this);
522
523         if (this.team < 0)
524                 TeamBalance_JoinBestTeam(this);
525
526         entity spot = SelectSpawnPoint(this, false);
527         if (!spot) {
528                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
529                 return; // spawn failed
530         }
531
532         TRANSMUTE(Player, this);
533
534         CS(this).wasplayer = true;
535         this.iscreature = true;
536         this.teleportable = TELEPORT_NORMAL;
537         if(!this.damagedbycontents)
538                 IL_PUSH(g_damagedbycontents, this);
539         this.damagedbycontents = true;
540         set_movetype(this, MOVETYPE_WALK);
541         this.solid = SOLID_SLIDEBOX;
542         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
543         if (autocvar_g_playerclip_collisions)
544                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
545         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
546                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
547         this.frags = FRAGS_PLAYER;
548         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
549         this.flags = FL_CLIENT | FL_PICKUPITEMS;
550         if (autocvar__notarget)
551                 this.flags |= FL_NOTARGET;
552         this.takedamage = DAMAGE_AIM;
553         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
554
555         if (warmup_stage) {
556                 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
557                 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
558                 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
559                 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
560                 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
561                 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
562                 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
563                 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
564                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
565         } else {
566                 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
567                 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
568                 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
569                 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
570                 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
571                 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
572                 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
573                 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
574                 STAT(WEAPONS, this) = start_weapons;
575                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
576                 {
577                         GiveRandomWeapons(this, random_start_weapons_count,
578                                 autocvar_g_random_start_weapons, random_start_ammo);
579                 }
580         }
581         SetSpectatee_status(this, 0);
582
583         PS(this).dual_weapons = '0 0 0';
584
585         this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
586
587         this.items = start_items;
588
589         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
590         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
591         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
592         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
593         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
594         if (!sv_ready_restart_after_countdown && time < game_starttime)
595         {
596                 float f = game_starttime - time;
597                 this.spawnshieldtime += f;
598                 this.pauserotarmor_finished += f;
599                 this.pauserothealth_finished += f;
600                 this.pauseregen_finished += f;
601         }
602
603         this.damageforcescale = 2;
604         this.death_time = 0;
605         this.respawn_flags = 0;
606         this.respawn_time = 0;
607         STAT(RESPAWN_TIME, this) = 0;
608         this.scale = autocvar_sv_player_scale;
609         this.fade_time = 0;
610         this.pain_frame = 0;
611         this.pain_finished = 0;
612         this.pushltime = 0;
613         setthink(this, func_null); // players have no think function
614         this.nextthink = 0;
615         this.dmg_team = 0;
616         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
617
618         this.deadflag = DEAD_NO;
619
620         this.angles = spot.angles;
621         this.angles_z = 0; // never spawn tilted even if the spot says to
622         if (IS_BOT_CLIENT(this))
623                 this.v_angle = this.angles;
624         this.fixangle = true; // turn this way immediately
625         this.oldvelocity = this.velocity = '0 0 0';
626         this.avelocity = '0 0 0';
627         this.punchangle = '0 0 0';
628         this.punchvector = '0 0 0';
629
630         this.strength_finished = 0;
631         this.invincible_finished = 0;
632         this.fire_endtime = -1;
633         STAT(REVIVE_PROGRESS, this) = 0;
634         this.revival_time = 0;
635
636         this.air_finished = time + 12;
637         this.waterlevel = WATERLEVEL_NONE;
638         this.watertype = CONTENT_EMPTY;
639
640         entity spawnevent = new_pure(spawnevent);
641         spawnevent.owner = this;
642         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
643
644         // Cut off any still running player sounds.
645         stopsound(this, CH_PLAYER_SINGLE);
646
647         this.model = "";
648         FixPlayermodel(this);
649         this.drawonlytoclient = NULL;
650
651         this.viewloc = NULL;
652
653         for(int slot = 0; slot < MAX_AXH; ++slot)
654         {
655                 entity axh = this.(AuxiliaryXhair[slot]);
656                 this.(AuxiliaryXhair[slot]) = NULL;
657
658                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
659                         delete(axh);
660         }
661
662         this.spawnpoint_targ = NULL;
663
664         this.crouch = false;
665         this.view_ofs = STAT(PL_VIEW_OFS, this);
666         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
667         this.spawnorigin = spot.origin;
668         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
669         // don't reset back to last position, even if new position is stuck in solid
670         this.oldorigin = this.origin;
671         if(this.conveyor)
672                 IL_REMOVE(g_conveyed, this);
673         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
674         STAT(HUD, this) = HUD_NORMAL;
675
676         this.event_damage = PlayerDamage;
677         this.event_heal = PlayerHeal;
678
679         if(!this.bot_attack)
680                 IL_PUSH(g_bot_targets, this);
681         this.bot_attack = true;
682         if(!this.monster_attack)
683                 IL_PUSH(g_monster_targets, this);
684         this.monster_attack = true;
685         navigation_dynamicgoal_init(this, false);
686
687         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
688
689         // player was spectator
690         if (CS(this).killcount == FRAGS_SPECTATOR) {
691                 PlayerScore_Clear(this);
692                 CS(this).killcount = 0;
693                 CS(this).startplaytime = time;
694         }
695
696         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
697         {
698                 .entity weaponentity = weaponentities[slot];
699                 entity oldwep = this.(weaponentity);
700                 CL_SpawnWeaponentity(this, weaponentity);
701                 if(oldwep && oldwep.owner == this)
702                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
703         }
704         this.alpha = default_player_alpha;
705         this.colormod = '1 1 1' * autocvar_g_player_brightness;
706         this.exteriorweaponentity.alpha = default_weapon_alpha;
707
708         this.speedrunning = false;
709
710         target_voicescript_clear(this);
711
712         // reset fields the weapons may use
713         FOREACH(Weapons, true, {
714                 it.wr_resetplayer(it, this);
715                         // reload all reloadable weapons
716                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
717                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
718                         {
719                                 .entity weaponentity = weaponentities[slot];
720                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
721                         }
722                 }
723         });
724
725         {
726                 string s = spot.target;
727                 spot.target = string_null;
728                 SUB_UseTargets(spot, this, NULL);
729                 spot.target = s;
730         }
731
732         Unfreeze(this);
733
734         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
735
736         if (autocvar_spawn_debug)
737         {
738                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
739                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
740         }
741
742         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743         {
744                 .entity weaponentity = weaponentities[slot];
745                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
746                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
747                 else
748                         this.(weaponentity).m_switchweapon = WEP_Null;
749                 this.(weaponentity).m_weapon = WEP_Null;
750                 this.(weaponentity).weaponname = "";
751                 this.(weaponentity).m_switchingweapon = WEP_Null;
752                 this.(weaponentity).cnt = -1;
753         }
754
755         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
756
757         if (CS(this).impulse) ImpulseCommands(this);
758
759         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
760         {
761                 .entity weaponentity = weaponentities[slot];
762                 W_WeaponFrame(this, weaponentity);
763         }
764
765         if (!warmup_stage && !this.alivetime)
766                 this.alivetime = time;
767
768         antilag_clear(this, CS(this));
769 }
770
771 /** Called when a client spawns in the server */
772 void PutClientInServer(entity this)
773 {
774         if (IS_BOT_CLIENT(this)) {
775                 TRANSMUTE(Player, this);
776         } else if (IS_REAL_CLIENT(this)) {
777                 msg_entity = this;
778                 WriteByte(MSG_ONE, SVC_SETVIEW);
779                 WriteEntity(MSG_ONE, this);
780         }
781         if (game_stopped)
782                 TRANSMUTE(Observer, this);
783
784         SetSpectatee(this, NULL);
785
786         // reset player keys
787         if(PS(this))
788                 PS(this).itemkeys = 0;
789
790         MUTATOR_CALLHOOK(PutClientInServer, this);
791
792         if (IS_OBSERVER(this)) {
793                 PutObserverInServer(this);
794         } else if (IS_PLAYER(this)) {
795                 PutPlayerInServer(this);
796         }
797 }
798
799 // TODO do we need all these fields, or should we stop autodetecting runtime
800 // changes and just have a console command to update this?
801 bool ClientInit_SendEntity(entity this, entity to, int sf)
802 {
803         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
804         return = true;
805         msg_entity = to;
806         // MSG_INIT replacement
807         // TODO: make easier to use
808         Registry_send_all();
809         W_PROP_reload(MSG_ONE, to);
810         ClientInit_misc(this);
811         MUTATOR_CALLHOOK(Ent_Init);
812 }
813 void ClientInit_misc(entity this)
814 {
815         int channel = MSG_ONE;
816         WriteHeader(channel, ENT_CLIENT_INIT);
817         WriteByte(channel, g_nexball_meter_period * 32);
818         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
819         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
820         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
821         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
822         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
823         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
824         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
825         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
826
827         if(sv_foginterval && world.fog != "")
828                 WriteString(channel, world.fog);
829         else
830                 WriteString(channel, "");
831         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
832         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
833         WriteByte(channel, serverflags);
834         WriteCoord(channel, autocvar_g_trueaim_minrange);
835 }
836
837 void ClientInit_CheckUpdate(entity this)
838 {
839         this.nextthink = time;
840         if(this.count != autocvar_g_balance_armor_blockpercent)
841         {
842                 this.count = autocvar_g_balance_armor_blockpercent;
843                 this.SendFlags |= 1;
844         }
845         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
846         {
847                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
848                 this.SendFlags |= 1;
849         }
850 }
851
852 void ClientInit_Spawn()
853 {
854         entity e = new_pure(clientinit);
855         setthink(e, ClientInit_CheckUpdate);
856         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
857
858         ClientInit_CheckUpdate(e);
859 }
860
861 /*
862 =============
863 SetNewParms
864 =============
865 */
866 void SetNewParms ()
867 {
868         // initialize parms for a new player
869         parm1 = -(86400 * 366);
870
871         MUTATOR_CALLHOOK(SetNewParms);
872 }
873
874 /*
875 =============
876 SetChangeParms
877 =============
878 */
879 void SetChangeParms (entity this)
880 {
881         // save parms for level change
882         parm1 = CS(this).parm_idlesince - time;
883
884         MUTATOR_CALLHOOK(SetChangeParms);
885 }
886
887 /*
888 =============
889 DecodeLevelParms
890 =============
891 */
892 void DecodeLevelParms(entity this)
893 {
894         // load parms
895         CS(this).parm_idlesince = parm1;
896         if (CS(this).parm_idlesince == -(86400 * 366))
897                 CS(this).parm_idlesince = time;
898
899         // whatever happens, allow 60 seconds of idling directly after connect for map loading
900         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
901
902         MUTATOR_CALLHOOK(DecodeLevelParms);
903 }
904
905 void FixClientCvars(entity e)
906 {
907         // send prediction settings to the client
908         stuffcmd(e, "\nin_bindmap 0 0\n");
909         if(autocvar_g_antilag == 3) // client side hitscan
910                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
911         if(autocvar_sv_gentle)
912                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
913
914         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
915         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
916
917         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
918
919         MUTATOR_CALLHOOK(FixClientCvars, e);
920 }
921
922 bool findinlist_abbrev(string tofind, string list)
923 {
924         if(list == "" || tofind == "")
925                 return false; // empty list or search, just return
926
927         // this function allows abbreviated strings!
928         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
929         {
930                 return true;
931         });
932
933         return false;
934 }
935
936 bool PlayerInIPList(entity p, string iplist)
937 {
938         // some safety checks (never allow local?)
939         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
940                 return false;
941
942         return findinlist_abbrev(p.netaddress, iplist);
943 }
944
945 bool PlayerInIDList(entity p, string idlist)
946 {
947         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
948         if(!p.crypto_idfp)
949                 return false;
950
951         return findinlist_abbrev(p.crypto_idfp, idlist);
952 }
953
954 bool PlayerInList(entity player, string list)
955 {
956         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
957 }
958
959 #ifdef DP_EXT_PRECONNECT
960 /*
961 =============
962 ClientPreConnect
963
964 Called once (not at each match start) when a client begins a connection to the server
965 =============
966 */
967 void ClientPreConnect(entity this)
968 {
969         if(autocvar_sv_eventlog)
970         {
971                 GameLogEcho(sprintf(":connect:%d:%d:%s",
972                         this.playerid,
973                         etof(this),
974                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
975                 ));
976         }
977 }
978 #endif
979
980 string GetClientVersionMessage(entity this)
981 {
982         if (CS(this).version_mismatch) {
983                 if(CS(this).version < autocvar_gameversion) {
984                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
985                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
986                 } else {
987                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
988                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
989                 }
990         } else {
991                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
992         }
993 }
994
995 string getwelcomemessage(entity this)
996 {
997         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
998         string modifications = M_ARGV(0, string);
999
1000         if(g_weaponarena)
1001         {
1002                 if(g_weaponarena_random)
1003                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1004                 else
1005                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1006         }
1007         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1008                 modifications = strcat(modifications, ", No start weapons");
1009         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1010                 modifications = strcat(modifications, ", Low gravity");
1011         if(g_weapon_stay && !g_cts)
1012                 modifications = strcat(modifications, ", Weapons stay");
1013         if(g_jetpack)
1014                 modifications = strcat(modifications, ", Jet pack");
1015         if(autocvar_g_powerups == 0)
1016                 modifications = strcat(modifications, ", No powerups");
1017         if(autocvar_g_powerups > 0)
1018                 modifications = strcat(modifications, ", Powerups");
1019         modifications = substring(modifications, 2, strlen(modifications) - 2);
1020
1021         string versionmessage = GetClientVersionMessage(this);
1022         string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1023
1024         if(modifications != "")
1025                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1026
1027         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1028         {
1029                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1030                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1031         }
1032
1033         if (cache_mutatormsg != "") {
1034                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1035         }
1036
1037         string mutator_msg = "";
1038         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1039         mutator_msg = M_ARGV(0, string);
1040
1041         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1042
1043         string motd = autocvar_sv_motd;
1044         if (motd != "") {
1045                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1046         }
1047         return s;
1048 }
1049
1050 /**
1051 =============
1052 ClientConnect
1053
1054 Called when a client connects to the server
1055 =============
1056 */
1057 void ClientConnect(entity this)
1058 {
1059         if (Ban_MaybeEnforceBanOnce(this)) return;
1060         assert(!IS_CLIENT(this), return);
1061         this.flags |= FL_CLIENT;
1062         assert(player_count >= 0, player_count = 0);
1063
1064 #ifdef WATERMARK
1065         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1066 #endif
1067         TRANSMUTE(Client, this);
1068         CS(this).version_nagtime = time + 10 + random() * 10;
1069
1070         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1071
1072         bot_clientconnect(this);
1073
1074         Player_DetermineForcedTeam(this);
1075
1076         TRANSMUTE(Observer, this);
1077
1078         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1079
1080         // always track bots, don't ask for cl_allow_uidtracking
1081         if (IS_BOT_CLIENT(this))
1082                 PlayerStats_GameReport_AddPlayer(this);
1083         else
1084                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1085
1086         if (autocvar_sv_eventlog)
1087                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1088
1089         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1090
1091         stuffcmd(this, clientstuff, "\n");
1092         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1093
1094         FixClientCvars(this);
1095
1096         // get version info from player
1097         stuffcmd(this, "cmd clientversion $gameversion\n");
1098
1099         // notify about available teams
1100         if (teamplay)
1101         {
1102                 entity balance = TeamBalance_CheckAllowedTeams(this);
1103                 int t = TeamBalance_GetAllowedTeams(balance);
1104                 TeamBalance_Destroy(balance);
1105                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1106         }
1107         else
1108         {
1109                 stuffcmd(this, "set _teams_available 0\n");
1110         }
1111
1112         bot_relinkplayerlist();
1113
1114         CS(this).spectatortime = time;
1115         if (blockSpectators)
1116         {
1117                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1118         }
1119
1120         CS(this).jointime = time;
1121
1122         if (IS_REAL_CLIENT(this))
1123         {
1124                 if (g_weaponarena_weapons == WEPSET(TUBA))
1125                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1126         }
1127
1128         if (!sv_foginterval && world.fog != "")
1129                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1130
1131         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1132                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1133                         send_CSQC_teamnagger();
1134
1135         CSQCMODEL_AUTOINIT(this);
1136
1137         CS(this).model_randomizer = random();
1138
1139         if (IS_REAL_CLIENT(this))
1140                 sv_notice_join(this);
1141
1142         // update physics stats (players can spawn before physics runs)
1143         Physics_UpdateStats(this);
1144
1145         IL_EACH(g_initforplayer, it.init_for_player, {
1146                 it.init_for_player(it, this);
1147         });
1148
1149         Handicap_Initialize(this);
1150
1151         MUTATOR_CALLHOOK(ClientConnect, this);
1152
1153         if (IS_REAL_CLIENT(this))
1154         {
1155                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1156                 {
1157                         CS(this).motd_actived_time = -1;
1158                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1159                 }
1160         }
1161 }
1162 /*
1163 =============
1164 ClientDisconnect
1165
1166 Called when a client disconnects from the server
1167 =============
1168 */
1169 .entity chatbubbleentity;
1170 void ClientDisconnect(entity this)
1171 {
1172         assert(IS_CLIENT(this), return);
1173
1174         PlayerStats_GameReport_FinalizePlayer(this);
1175         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1176         if (CS(this).active_minigame) part_minigame(this);
1177         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1178
1179         if (autocvar_sv_eventlog)
1180                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1181
1182         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1183
1184         if(IS_SPEC(this))
1185                 SetSpectatee(this, NULL);
1186
1187     MUTATOR_CALLHOOK(ClientDisconnect, this);
1188
1189         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1190         strfree(CS(this).weaponorder_byimpulse);
1191         ClientState_detach(this);
1192
1193         Portal_ClearAll(this);
1194
1195         Unfreeze(this);
1196
1197         RemoveGrapplingHooks(this);
1198
1199         // Here, everything has been done that requires this player to be a client.
1200
1201         this.flags &= ~FL_CLIENT;
1202
1203         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1204         if (this.killindicator) delete(this.killindicator);
1205
1206         WaypointSprite_PlayerGone(this);
1207
1208         bot_relinkplayerlist();
1209
1210         strfree(this.clientstatus);
1211         if (this.personal) delete(this.personal);
1212
1213         this.playerid = 0;
1214         ReadyCount();
1215         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1216
1217         ONREMOVE(this);
1218 }
1219
1220 void ChatBubbleThink(entity this)
1221 {
1222         this.nextthink = time;
1223         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1224         {
1225                 if(this.owner) // but why can that ever be NULL?
1226                         this.owner.chatbubbleentity = NULL;
1227                 delete(this);
1228                 return;
1229         }
1230
1231         this.mdl = "";
1232
1233         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1234         {
1235                 if ( CS(this.owner).active_minigame )
1236                         this.mdl = "models/sprites/minigame_busy.iqm";
1237                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1238                         this.mdl = "models/misc/chatbubble.spr";
1239         }
1240
1241         if ( this.model != this.mdl )
1242                 _setmodel(this, this.mdl);
1243
1244 }
1245
1246 void UpdateChatBubble(entity this)
1247 {
1248         if (this.alpha < 0)
1249                 return;
1250         // spawn a chatbubble entity if needed
1251         if (!this.chatbubbleentity)
1252         {
1253                 this.chatbubbleentity = new(chatbubbleentity);
1254                 this.chatbubbleentity.owner = this;
1255                 this.chatbubbleentity.exteriormodeltoclient = this;
1256                 setthink(this.chatbubbleentity, ChatBubbleThink);
1257                 this.chatbubbleentity.nextthink = time;
1258                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1259                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1260                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1261                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1262                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1263                 //this.chatbubbleentity.model = "";
1264                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1265         }
1266 }
1267
1268
1269 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1270 // added to the model skins
1271 /*void UpdateColorModHack()
1272 {
1273         float c;
1274         c = this.clientcolors & 15;
1275         // LordHavoc: only bothering to support white, green, red, yellow, blue
1276              if (!teamplay) this.colormod = '0 0 0';
1277         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1278         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1279         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1280         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1281         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1282         else this.colormod = '1 1 1';
1283 }*/
1284
1285 void respawn(entity this)
1286 {
1287         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1288         {
1289                 this.solid = SOLID_NOT;
1290                 this.takedamage = DAMAGE_NO;
1291                 set_movetype(this, MOVETYPE_FLY);
1292                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1293                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1294                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1295                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1296                 if(autocvar_g_respawn_ghosts_maxtime)
1297                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1298         }
1299
1300         CopyBody(this, 1);
1301
1302         this.effects |= EF_NODRAW; // prevent another CopyBody
1303         PutClientInServer(this);
1304 }
1305
1306 void PrintToChat(entity client, string text)
1307 {
1308         text = strcat("\{1}^7", text, "\n");
1309         sprint(client, text);
1310 }
1311
1312 void DebugPrintToChat(entity client, string text)
1313 {
1314         if (autocvar_developer)
1315         {
1316                 PrintToChat(client, text);
1317         }
1318 }
1319
1320 void PrintToChatAll(string text)
1321 {
1322         text = strcat("\{1}^7", text, "\n");
1323         bprint(text);
1324 }
1325
1326 void DebugPrintToChatAll(string text)
1327 {
1328         if (autocvar_developer)
1329         {
1330                 PrintToChatAll(text);
1331         }
1332 }
1333
1334 void PrintToChatTeam(int team_num, string text)
1335 {
1336         text = strcat("\{1}^7", text, "\n");
1337         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1338         {
1339                 if (it.team == team_num)
1340                 {
1341                         sprint(it, text);
1342                 }
1343         });
1344 }
1345
1346 void DebugPrintToChatTeam(int team_num, string text)
1347 {
1348         if (autocvar_developer)
1349         {
1350                 PrintToChatTeam(team_num, text);
1351         }
1352 }
1353
1354 void play_countdown(entity this, float finished, Sound samp)
1355 {
1356         TC(Sound, samp);
1357         if(IS_REAL_CLIENT(this))
1358                 if(floor(finished - time - frametime) != floor(finished - time))
1359                         if(finished - time < 6)
1360                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1361 }
1362
1363 void player_powerups(entity this)
1364 {
1365         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1366         int items_prev = this.items;
1367
1368         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1369                 this.modelflags |= MF_ROCKET;
1370         else
1371                 this.modelflags &= ~MF_ROCKET;
1372
1373         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1374
1375         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1376                 return;
1377
1378         Fire_ApplyDamage(this);
1379         Fire_ApplyEffect(this);
1380
1381         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1382         {
1383                 if (this.items & ITEM_Strength.m_itemid)
1384                 {
1385                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1386                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1387                         if (time > this.strength_finished)
1388                         {
1389                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1390                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1391                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1392                         }
1393                 }
1394                 else
1395                 {
1396                         if (time < this.strength_finished)
1397                         {
1398                                 this.items = this.items | ITEM_Strength.m_itemid;
1399                                 if(!g_cts)
1400                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1401                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1402                         }
1403                 }
1404                 if (this.items & ITEM_Shield.m_itemid)
1405                 {
1406                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1407                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1408                         if (time > this.invincible_finished)
1409                         {
1410                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1411                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1412                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1413                         }
1414                 }
1415                 else
1416                 {
1417                         if (time < this.invincible_finished)
1418                         {
1419                                 this.items = this.items | ITEM_Shield.m_itemid;
1420                                 if(!g_cts)
1421                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1422                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1423                         }
1424                 }
1425                 if (this.items & IT_SUPERWEAPON)
1426                 {
1427                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1428                         {
1429                                 this.superweapons_finished = 0;
1430                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1431                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1432                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1433                         }
1434                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1435                         {
1436                                 // don't let them run out
1437                         }
1438                         else
1439                         {
1440                                 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1441                                 if (time > this.superweapons_finished)
1442                                 {
1443                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1444                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1445                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1446                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1447                                 }
1448                         }
1449                 }
1450                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1451                 {
1452                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1453                         {
1454                                 this.items = this.items | IT_SUPERWEAPON;
1455                                 if(!g_cts)
1456                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1457                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1458                         }
1459                         else
1460                         {
1461                                 this.superweapons_finished = 0;
1462                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1463                         }
1464                 }
1465                 else
1466                 {
1467                         this.superweapons_finished = 0;
1468                 }
1469         }
1470
1471         if(autocvar_g_nodepthtestplayers)
1472                 this.effects = this.effects | EF_NODEPTHTEST;
1473
1474         if(autocvar_g_fullbrightplayers)
1475                 this.effects = this.effects | EF_FULLBRIGHT;
1476
1477         if (time >= game_starttime)
1478         if (time < this.spawnshieldtime)
1479                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1480
1481         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1482 }
1483
1484 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1485 {
1486         if(current > stable)
1487                 return current;
1488         else if(current > stable - 0.25) // when close enough, "snap"
1489                 return stable;
1490         else
1491                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1492 }
1493
1494 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1495 {
1496         if(current < stable)
1497                 return current;
1498         else if(current < stable + 0.25) // when close enough, "snap"
1499                 return stable;
1500         else
1501                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1502 }
1503
1504 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1505 {
1506         if(current > rotstable)
1507         {
1508                 if(rotframetime > 0)
1509                 {
1510                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1511                         current = max(rotstable, current - rotlinear * rotframetime);
1512                 }
1513         }
1514         else if(current < regenstable)
1515         {
1516                 if(regenframetime > 0)
1517                 {
1518                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1519                         current = min(regenstable, current + regenlinear * regenframetime);
1520                 }
1521         }
1522
1523         if(current > limit)
1524                 current = limit;
1525
1526         return current;
1527 }
1528
1529 void player_regen(entity this)
1530 {
1531         float max_mod, regen_mod, rot_mod, limit_mod;
1532         max_mod = regen_mod = rot_mod = limit_mod = 1;
1533
1534         float regen_health = autocvar_g_balance_health_regen;
1535         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1536         float regen_health_rot = autocvar_g_balance_health_rot;
1537         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1538         float regen_health_stable = autocvar_g_balance_health_regenstable;
1539         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1540         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1541                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1542         max_mod = M_ARGV(1, float);
1543         regen_mod = M_ARGV(2, float);
1544         rot_mod = M_ARGV(3, float);
1545         limit_mod = M_ARGV(4, float);
1546         regen_health = M_ARGV(5, float);
1547         regen_health_linear = M_ARGV(6, float);
1548         regen_health_rot = M_ARGV(7, float);
1549         regen_health_rotlinear = M_ARGV(8, float);
1550         regen_health_stable = M_ARGV(9, float);
1551         regen_health_rotstable = M_ARGV(10, float);
1552
1553         if(!mutator_returnvalue)
1554         if(!STAT(FROZEN, this))
1555         {
1556                 float mina, maxa, limith, limita;
1557                 maxa = autocvar_g_balance_armor_rotstable;
1558                 mina = autocvar_g_balance_armor_regenstable;
1559                 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1560                 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1561
1562                 regen_health_rotstable = regen_health_rotstable * max_mod;
1563                 regen_health_stable = regen_health_stable * max_mod;
1564                 limith = limith * limit_mod;
1565                 limita = limita * limit_mod;
1566
1567                 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
1568                                                                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1569                                                                         rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1570                 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1571                                                                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1572                                                                         rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1573         }
1574
1575         // if player rotted to death...  die!
1576         // check this outside above checks, as player may still be able to rot to death
1577         if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1578         {
1579                 if(this.vehicle)
1580                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1581                 if(this.event_damage)
1582                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1583         }
1584
1585         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1586         {
1587                 float minf, maxf, limitf;
1588
1589                 maxf = autocvar_g_balance_fuel_rotstable;
1590                 minf = autocvar_g_balance_fuel_regenstable;
1591                 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1592
1593                 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
1594                                                                                 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1595                                                                                 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1596         }
1597 }
1598
1599 bool zoomstate_set;
1600 void SetZoomState(entity this, float newzoom)
1601 {
1602         if(newzoom != CS(this).zoomstate)
1603         {
1604                 CS(this).zoomstate = newzoom;
1605                 ClientData_Touch(this);
1606         }
1607         zoomstate_set = true;
1608 }
1609
1610 void GetPressedKeys(entity this)
1611 {
1612         MUTATOR_CALLHOOK(GetPressedKeys, this);
1613         int keys = STAT(PRESSED_KEYS, this);
1614         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1615         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1616         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1617         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1618
1619         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1620         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1621         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1622         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1623         CS(this).pressedkeys = keys; // store for other users
1624
1625         STAT(PRESSED_KEYS, this) = keys;
1626 }
1627
1628 /*
1629 ======================
1630 spectate mode routines
1631 ======================
1632 */
1633
1634 void SpectateCopy(entity this, entity spectatee)
1635 {
1636         TC(Client, this); TC(Client, spectatee);
1637
1638         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1639         PS(this) = PS(spectatee);
1640         this.armortype = spectatee.armortype;
1641         SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1642         SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1643         SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1644         SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1645         SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1646         SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1647         SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1648         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1649         SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1650         CS(this).impulse = 0;
1651         this.items = spectatee.items;
1652         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1653         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1654         this.strength_finished = spectatee.strength_finished;
1655         this.invincible_finished = spectatee.invincible_finished;
1656         this.superweapons_finished = spectatee.superweapons_finished;
1657         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1658         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1659         this.punchangle = spectatee.punchangle;
1660         this.view_ofs = spectatee.view_ofs;
1661         this.velocity = spectatee.velocity;
1662         this.dmg_take = spectatee.dmg_take;
1663         this.dmg_save = spectatee.dmg_save;
1664         this.dmg_inflictor = spectatee.dmg_inflictor;
1665         this.v_angle = spectatee.v_angle;
1666         this.angles = spectatee.v_angle;
1667         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1668         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1669         this.viewloc = spectatee.viewloc;
1670         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1671                 this.fixangle = true;
1672         setorigin(this, spectatee.origin);
1673         setsize(this, spectatee.mins, spectatee.maxs);
1674         SetZoomState(this, CS(spectatee).zoomstate);
1675
1676     anticheat_spectatecopy(this, spectatee);
1677         STAT(HUD, this) = STAT(HUD, spectatee);
1678         if(spectatee.vehicle)
1679     {
1680         this.angles = spectatee.v_angle;
1681
1682         //this.fixangle = false;
1683         //this.velocity = spectatee.vehicle.velocity;
1684         this.vehicle_health = spectatee.vehicle_health;
1685         this.vehicle_shield = spectatee.vehicle_shield;
1686         this.vehicle_energy = spectatee.vehicle_energy;
1687         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1688         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1689         this.vehicle_reload1 = spectatee.vehicle_reload1;
1690         this.vehicle_reload2 = spectatee.vehicle_reload2;
1691
1692         //msg_entity = this;
1693
1694        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1695             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1696            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1697            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1698
1699         //WriteByte (MSG_ONE, SVC_SETVIEW);
1700         //    WriteEntity(MSG_ONE, this);
1701         //makevectors(spectatee.v_angle);
1702         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1703     }
1704 }
1705
1706 bool SpectateUpdate(entity this)
1707 {
1708         if(!this.enemy)
1709                 return false;
1710
1711         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1712         {
1713                 SetSpectatee(this, NULL);
1714                 return false;
1715         }
1716
1717         SpectateCopy(this, this.enemy);
1718
1719         return true;
1720 }
1721
1722 bool SpectateSet(entity this)
1723 {
1724         if(!IS_PLAYER(this.enemy))
1725                 return false;
1726
1727         ClientData_Touch(this.enemy);
1728
1729         msg_entity = this;
1730         WriteByte(MSG_ONE, SVC_SETVIEW);
1731         WriteEntity(MSG_ONE, this.enemy);
1732         set_movetype(this, MOVETYPE_NONE);
1733         accuracy_resend(this);
1734
1735         if(!SpectateUpdate(this))
1736                 PutObserverInServer(this);
1737
1738         return true;
1739 }
1740
1741 void SetSpectatee_status(entity this, int spectatee_num)
1742 {
1743         int oldspectatee_status = CS(this).spectatee_status;
1744         CS(this).spectatee_status = spectatee_num;
1745
1746         if (CS(this).spectatee_status != oldspectatee_status)
1747         {
1748                 ClientData_Touch(this);
1749                 if (g_race || g_cts) race_InitSpectator();
1750         }
1751 }
1752
1753 void SetSpectatee(entity this, entity spectatee)
1754 {
1755         if(IS_BOT_CLIENT(this))
1756                 return; // bots abuse .enemy, this code is useless to them
1757
1758         entity old_spectatee = this.enemy;
1759
1760         this.enemy = spectatee;
1761
1762         // WEAPONTODO
1763         // these are required to fix the spectator bug with arc
1764         if(old_spectatee)
1765         {
1766                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1767                 {
1768                         .entity weaponentity = weaponentities[slot];
1769                         if(old_spectatee.(weaponentity).arc_beam)
1770                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1771                 }
1772         }
1773         if(this.enemy)
1774         {
1775                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1776                 {
1777                         .entity weaponentity = weaponentities[slot];
1778                         if(this.enemy.(weaponentity).arc_beam)
1779                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1780                 }
1781         }
1782
1783         if (this.enemy)
1784                 SetSpectatee_status(this, etof(this.enemy));
1785
1786         // needed to update spectator list
1787         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1788 }
1789
1790 bool Spectate(entity this, entity pl)
1791 {
1792         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1793                 return false;
1794         pl = M_ARGV(1, entity);
1795
1796         SetSpectatee(this, pl);
1797         return SpectateSet(this);
1798 }
1799
1800 bool SpectateNext(entity this)
1801 {
1802         entity ent = find(this.enemy, classname, STR_PLAYER);
1803
1804         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1805                 ent = M_ARGV(1, entity);
1806         else if (!ent)
1807                 ent = find(ent, classname, STR_PLAYER);
1808
1809         if(ent) { SetSpectatee(this, ent); }
1810
1811         return SpectateSet(this);
1812 }
1813
1814 bool SpectatePrev(entity this)
1815 {
1816         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1817         entity ent = findchain(classname, STR_PLAYER);
1818         if (!ent) // no player
1819                 return false;
1820
1821         entity first = ent;
1822         // skip players until current spectated player
1823         if(this.enemy)
1824         while(ent && ent != this.enemy)
1825                 ent = ent.chain;
1826
1827         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1828         {
1829                 case MUT_SPECPREV_FOUND:
1830                     ent = M_ARGV(1, entity);
1831                     break;
1832                 case MUT_SPECPREV_RETURN:
1833                     return true;
1834                 case MUT_SPECPREV_CONTINUE:
1835                 default:
1836                 {
1837                         if(ent.chain)
1838                                 ent = ent.chain;
1839                         else
1840                                 ent = first;
1841                         break;
1842                 }
1843         }
1844
1845         SetSpectatee(this, ent);
1846         return SpectateSet(this);
1847 }
1848
1849 /*
1850 =============
1851 ShowRespawnCountdown()
1852
1853 Update a respawn countdown display.
1854 =============
1855 */
1856 void ShowRespawnCountdown(entity this)
1857 {
1858         float number;
1859         if(!IS_DEAD(this)) // just respawned?
1860                 return;
1861         else
1862         {
1863                 number = ceil(this.respawn_time - time);
1864                 if(number <= 0)
1865                         return;
1866                 if(number <= this.respawn_countdown)
1867                 {
1868                         this.respawn_countdown = number - 1;
1869                         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
1870                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1871                 }
1872         }
1873 }
1874
1875 .bool team_selected;
1876 bool ShowTeamSelection(entity this)
1877 {
1878         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1879                 return false;
1880         stuffcmd(this, "menu_showteamselect\n");
1881         return true;
1882 }
1883 void Join(entity this)
1884 {
1885         TRANSMUTE(Player, this);
1886
1887         if(!this.team_selected)
1888         if(autocvar_g_campaign || autocvar_g_balance_teams)
1889                 TeamBalance_JoinBestTeam(this);
1890
1891         if(autocvar_g_campaign)
1892                 campaign_bots_may_start = true;
1893
1894         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1895
1896         PutClientInServer(this);
1897
1898         if(IS_PLAYER(this))
1899         if(teamplay && this.team != -1)
1900         {
1901         }
1902         else
1903                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1904         this.team_selected = false;
1905 }
1906
1907 /**
1908  * Determines whether the player is allowed to join. This depends on cvar
1909  * g_maxplayers, if it isn't used this function always return true, otherwise
1910  * it checks whether the number of currently playing players exceeds g_maxplayers.
1911  * @return int number of free slots for players, 0 if none
1912  */
1913 int nJoinAllowed(entity this, entity ignore)
1914 {
1915         if(!ignore)
1916         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1917         // so report 0 free slots if restricted
1918         {
1919                 if(autocvar_g_forced_team_otherwise == "spectate")
1920                         return 0;
1921                 if(autocvar_g_forced_team_otherwise == "spectator")
1922                         return 0;
1923         }
1924
1925         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1926                 return 0; // forced spectators can never join
1927
1928         // TODO simplify this
1929         int totalClients = 0;
1930         int currentlyPlaying = 0;
1931         FOREACH_CLIENT(true, {
1932                 if(it != ignore)
1933                         ++totalClients;
1934                 if(IS_REAL_CLIENT(it))
1935                 if(IS_PLAYER(it) || it.caplayer)
1936                         ++currentlyPlaying;
1937         });
1938
1939         float free_slots = 0;
1940         if (!autocvar_g_maxplayers)
1941                 free_slots = maxclients - totalClients;
1942         else if(currentlyPlaying < autocvar_g_maxplayers)
1943                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1944
1945         static float join_prevent_msg_time = 0;
1946         if(this && ignore && !free_slots && time > join_prevent_msg_time)
1947         {
1948                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1949                 join_prevent_msg_time = time + 3;
1950         }
1951
1952         return free_slots;
1953 }
1954
1955 /**
1956  * Checks whether the client is an observer or spectator, if so, he will get kicked after
1957  * g_maxplayers_spectator_blocktime seconds
1958  */
1959 void checkSpectatorBlock(entity this)
1960 {
1961         if(IS_SPEC(this) || IS_OBSERVER(this))
1962         if(!this.caplayer)
1963         if(IS_REAL_CLIENT(this))
1964         {
1965                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1966                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1967                         dropclient(this);
1968                 }
1969         }
1970 }
1971
1972 void PrintWelcomeMessage(entity this)
1973 {
1974         if(CS(this).motd_actived_time == 0)
1975         {
1976                 if (autocvar_g_campaign) {
1977                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1978                                 CS(this).motd_actived_time = time;
1979                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1980                         }
1981                 } else {
1982                         if (PHYS_INPUT_BUTTON_INFO(this)) {
1983                                 CS(this).motd_actived_time = time;
1984                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1985                         }
1986                 }
1987         }
1988         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
1989         {
1990                 if (autocvar_g_campaign) {
1991                         if (PHYS_INPUT_BUTTON_INFO(this))
1992                                 CS(this).motd_actived_time = time;
1993                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1994                                 CS(this).motd_actived_time = 0;
1995                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1996                         }
1997                 } else {
1998                         if (PHYS_INPUT_BUTTON_INFO(this))
1999                                 CS(this).motd_actived_time = time;
2000                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2001                                 CS(this).motd_actived_time = 0;
2002                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2003                         }
2004                 }
2005         }
2006         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2007         {
2008                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2009                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2010                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2011                 {
2012                         // instanctly hide MOTD
2013                         CS(this).motd_actived_time = 0;
2014                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2015                 }
2016         }
2017 }
2018
2019 const int MIN_SPEC_TIME = 1;
2020 bool joinAllowed(entity this)
2021 {
2022         if (CS(this).version_mismatch) return false;
2023         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2024         if (!nJoinAllowed(this, this)) return false;
2025         if (teamplay && lockteams) return false;
2026         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2027         if (ShowTeamSelection(this)) return false;
2028         return true;
2029 }
2030
2031 .int items_added;
2032 .string shootfromfixedorigin;
2033 bool PlayerThink(entity this)
2034 {
2035         if (game_stopped || intermission_running) {
2036                 this.modelflags &= ~MF_ROCKET;
2037                 if(intermission_running)
2038                         IntermissionThink(this);
2039                 return false;
2040         }
2041
2042         if (timeout_status == TIMEOUT_ACTIVE) {
2043         // don't allow the player to turn around while game is paused
2044                 // FIXME turn this into CSQC stuff
2045                 this.v_angle = this.lastV_angle;
2046                 this.angles = this.lastV_angle;
2047                 this.fixangle = true;
2048         }
2049
2050         if (frametime) player_powerups(this);
2051
2052         if (IS_DEAD(this)) {
2053                 if (this.personal && g_race_qualifying) {
2054                         if (time > this.respawn_time) {
2055                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2056                                 respawn(this);
2057                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2058                         }
2059                 } else {
2060                         if (frametime) player_anim(this);
2061
2062                         if (this.respawn_flags & RESPAWN_DENY)
2063                         {
2064                                 STAT(RESPAWN_TIME, this) = 0;
2065                                 return false;
2066                         }
2067
2068                         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));
2069
2070                         switch(this.deadflag)
2071                         {
2072                                 case DEAD_DYING:
2073                                 {
2074                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2075                                                 this.deadflag = DEAD_RESPAWNING;
2076                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2077                                                 this.deadflag = DEAD_DEAD;
2078                                         break;
2079                                 }
2080                                 case DEAD_DEAD:
2081                                 {
2082                                         if (button_pressed)
2083                                                 this.deadflag = DEAD_RESPAWNABLE;
2084                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2085                                                 this.deadflag = DEAD_RESPAWNING;
2086                                         break;
2087                                 }
2088                                 case DEAD_RESPAWNABLE:
2089                                 {
2090                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2091                                                 this.deadflag = DEAD_RESPAWNING;
2092                                         break;
2093                                 }
2094                                 case DEAD_RESPAWNING:
2095                                 {
2096                                         if (time > this.respawn_time)
2097                                         {
2098                                                 this.respawn_time = time + 1; // only retry once a second
2099                                                 this.respawn_time_max = this.respawn_time;
2100                                                 respawn(this);
2101                                         }
2102                                         break;
2103                                 }
2104                         }
2105
2106                         ShowRespawnCountdown(this);
2107
2108                         if (this.respawn_flags & RESPAWN_SILENT)
2109                                 STAT(RESPAWN_TIME, this) = 0;
2110                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2111                         {
2112                                 if (time < this.respawn_time)
2113                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2114                                 else if (this.deadflag != DEAD_RESPAWNING)
2115                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2116                         }
2117                         else
2118                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2119                 }
2120
2121                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2122                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2123                         STAT(RESPAWN_TIME, this) *= -1;
2124
2125                 return false;
2126         }
2127
2128         FixPlayermodel(this);
2129
2130         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2131                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2132                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2133         }
2134
2135         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2136         //if(frametime)
2137         {
2138                 this.items &= ~this.items_added;
2139
2140                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2141                 {
2142                         .entity weaponentity = weaponentities[slot];
2143                         W_WeaponFrame(this, weaponentity);
2144                 }
2145
2146                 this.items_added = 0;
2147                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2148             this.items_added |= IT_FUEL;
2149
2150                 this.items |= this.items_added;
2151         }
2152
2153         player_regen(this);
2154
2155         // WEAPONTODO: Add a weapon request for this
2156         // rot vortex charge to the charge limit
2157         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2158         {
2159                 .entity weaponentity = weaponentities[slot];
2160                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2161                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2162         }
2163
2164         if (frametime) player_anim(this);
2165
2166         // secret status
2167         secrets_setstatus(this);
2168
2169         // monsters status
2170         monsters_setstatus(this);
2171
2172         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2173
2174         return true;
2175 }
2176
2177 .bool would_spectate;
2178 void ObserverThink(entity this)
2179 {
2180         if ( CS(this).impulse )
2181         {
2182                 MinigameImpulse(this, CS(this).impulse);
2183                 CS(this).impulse = 0;
2184         }
2185
2186         if (this.flags & FL_JUMPRELEASED) {
2187                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2188                         this.flags &= ~FL_JUMPRELEASED;
2189                         this.flags |= FL_SPAWNING;
2190                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2191                         this.flags &= ~FL_JUMPRELEASED;
2192                         if(SpectateNext(this)) {
2193                                 TRANSMUTE(Spectator, this);
2194                         }
2195                 } else {
2196                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2197                         set_movetype(this, preferred_movetype);
2198                 }
2199         } else {
2200                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2201                         this.flags |= FL_JUMPRELEASED;
2202                         if(this.flags & FL_SPAWNING)
2203                         {
2204                                 this.flags &= ~FL_SPAWNING;
2205                                 Join(this);
2206                                 return;
2207                         }
2208                 }
2209         }
2210 }
2211
2212 void SpectatorThink(entity this)
2213 {
2214         if ( CS(this).impulse )
2215         {
2216                 if(MinigameImpulse(this, CS(this).impulse))
2217                         CS(this).impulse = 0;
2218
2219                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2220                 {
2221                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2222                         CS(this).impulse = 0;
2223                         return;
2224                 }
2225         }
2226
2227         if (this.flags & FL_JUMPRELEASED) {
2228                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2229                         this.flags &= ~FL_JUMPRELEASED;
2230                         this.flags |= FL_SPAWNING;
2231                 } 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)) {
2232                         this.flags &= ~FL_JUMPRELEASED;
2233                         if(SpectateNext(this)) {
2234                                 TRANSMUTE(Spectator, this);
2235                         } else {
2236                                 TRANSMUTE(Observer, this);
2237                                 PutClientInServer(this);
2238                         }
2239                         CS(this).impulse = 0;
2240                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2241                         this.flags &= ~FL_JUMPRELEASED;
2242                         if(SpectatePrev(this)) {
2243                                 TRANSMUTE(Spectator, this);
2244                         } else {
2245                                 TRANSMUTE(Observer, this);
2246                                 PutClientInServer(this);
2247                         }
2248                         CS(this).impulse = 0;
2249                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2250                         this.would_spectate = false;
2251                         this.flags &= ~FL_JUMPRELEASED;
2252                         TRANSMUTE(Observer, this);
2253                         PutClientInServer(this);
2254                 } else {
2255                         if(!SpectateUpdate(this))
2256                         {
2257                                 if(!SpectateNext(this))
2258                                 {
2259                                         PutObserverInServer(this);
2260                                         this.would_spectate = true;
2261                                 }
2262                         }
2263                 }
2264         } else {
2265                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2266                         this.flags |= FL_JUMPRELEASED;
2267                         if(this.flags & FL_SPAWNING)
2268                         {
2269                                 this.flags &= ~FL_SPAWNING;
2270                                 Join(this);
2271                                 return;
2272                         }
2273                 }
2274                 if(!SpectateUpdate(this))
2275                         PutObserverInServer(this);
2276         }
2277
2278         this.flags |= FL_CLIENT | FL_NOTARGET;
2279 }
2280
2281 void PlayerUseKey(entity this)
2282 {
2283         if (!IS_PLAYER(this))
2284                 return;
2285
2286         if(this.vehicle)
2287         {
2288                 if(!game_stopped)
2289                 {
2290                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2291                         return;
2292                 }
2293         }
2294         else if(autocvar_g_vehicles_enter)
2295         {
2296                 if(!STAT(FROZEN, this))
2297                 if(!IS_DEAD(this))
2298                 if(!game_stopped)
2299                 {
2300                         entity head, closest_target = NULL;
2301                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2302
2303                         while(head) // find the closest acceptable target to enter
2304                         {
2305                                 if(IS_VEHICLE(head))
2306                                 if(!IS_DEAD(head))
2307                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2308                                 if(head.takedamage != DAMAGE_NO)
2309                                 {
2310                                         if(closest_target)
2311                                         {
2312                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2313                                                 { closest_target = head; }
2314                                         }
2315                                         else { closest_target = head; }
2316                                 }
2317
2318                                 head = head.chain;
2319                         }
2320
2321                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2322                 }
2323         }
2324
2325         // a use key was pressed; call handlers
2326         MUTATOR_CALLHOOK(PlayerUseKey, this);
2327 }
2328
2329
2330 /*
2331 =============
2332 PlayerPreThink
2333
2334 Called every frame for each client before the physics are run
2335 =============
2336 */
2337 .float last_vehiclecheck;
2338 void PlayerPreThink (entity this)
2339 {
2340         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2341         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2342
2343         WarpZone_PlayerPhysics_FixVAngle(this);
2344
2345         if (frametime) {
2346                 // physics frames: update anticheat stuff
2347                 anticheat_prethink(this);
2348         }
2349
2350         if (blockSpectators && frametime) {
2351                 // WORKAROUND: only use dropclient in server frames (frametime set).
2352                 // Never use it in cl_movement frames (frametime zero).
2353                 checkSpectatorBlock(this);
2354         }
2355
2356         zoomstate_set = false;
2357
2358         // Check for nameless players
2359         if (this.netname == "" || this.netname != CS(this).netname_previous)
2360         {
2361                 bool assume_unchanged = (CS(this).netname_previous == "");
2362                 if (isInvisibleString(this.netname))
2363                 {
2364                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2365                         assume_unchanged = false;
2366                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2367                 }
2368                 if (!assume_unchanged && autocvar_sv_eventlog)
2369                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2370                 strcpy(CS(this).netname_previous, this.netname);
2371         }
2372
2373         // version nagging
2374         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2375         CS(this).version_nagtime = 0;
2376         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2377             // git client
2378         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2379             // git server
2380             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2381         } else {
2382             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2383             if (r < 0) { // old client
2384                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2385             } else if (r > 0) { // old server
2386                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2387             }
2388         }
2389     }
2390
2391         // GOD MODE info
2392         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2393         {
2394                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2395                 this.max_armorvalue = 0;
2396         }
2397
2398         if(IS_PLAYER(this))
2399         {
2400                 if (STAT(FROZEN, this) == 2)
2401                 {
2402                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2403                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2404                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2405
2406                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2407                                 Unfreeze(this);
2408                 }
2409                 else if (STAT(FROZEN, this) == 3)
2410                 {
2411                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2412                         SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2413
2414                         if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2415                         {
2416                                 if (this.vehicle)
2417                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2418                                 if(this.event_damage)
2419                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2420                         }
2421                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2422                                 Unfreeze(this);
2423                 }
2424         }
2425
2426         MUTATOR_CALLHOOK(PlayerPreThink, this);
2427
2428         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2429         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2430         {
2431                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2432                 {
2433                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2434                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2435                         {
2436                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2437                         }
2438                         else if(!it.owner)
2439                         {
2440                                 if(!it.team || SAME_TEAM(this, it))
2441                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2442                                 else if(autocvar_g_vehicles_steal)
2443                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2444                         }
2445                 });
2446
2447                 this.last_vehiclecheck = time + 1;
2448         }
2449
2450         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2451         {
2452                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2453                         PlayerUseKey(this);
2454                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2455         }
2456
2457         if (IS_REAL_CLIENT(this))
2458                 PrintWelcomeMessage(this);
2459
2460         if (IS_PLAYER(this)) {
2461                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2462                         error("Client can't be spawned as player on connection!");
2463                 if(!PlayerThink(this))
2464                         return;
2465         }
2466         else if (game_stopped || intermission_running) {
2467                 if(intermission_running)
2468                         IntermissionThink(this);
2469                 return;
2470         }
2471         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2472         {
2473                 CS(this).autojoin_checked = true;
2474                 // don't do this in ClientConnect
2475                 // many things can go wrong if a client is spawned as player on connection
2476                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2477                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2478                                 && (!teamplay || autocvar_g_balance_teams)))
2479                 {
2480                         campaign_bots_may_start = true;
2481                         Join(this);
2482                         return;
2483                 }
2484         }
2485         else if (IS_OBSERVER(this)) {
2486                 ObserverThink(this);
2487         }
2488         else if (IS_SPEC(this)) {
2489                 SpectatorThink(this);
2490         }
2491
2492         // WEAPONTODO: Add weapon request for this
2493         if (!zoomstate_set) {
2494                 bool wep_zoomed = false;
2495                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2496                 {
2497                         .entity weaponentity = weaponentities[slot];
2498                         Weapon thiswep = this.(weaponentity).m_weapon;
2499                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2500                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2501                 }
2502                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2503     }
2504
2505         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2506         {
2507                 CS(this).teamkill_soundtime = 0;
2508
2509                 entity e = CS(this).teamkill_soundsource;
2510                 entity oldpusher = e.pusher;
2511                 e.pusher = this;
2512                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2513                 e.pusher = oldpusher;
2514         }
2515
2516         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2517                 CS(this).taunt_soundtime = 0;
2518                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2519         }
2520
2521         target_voicescript_next(this);
2522
2523         // WEAPONTODO: Move into weaponsystem somehow
2524         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2525         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2526         {
2527                 .entity weaponentity = weaponentities[slot];
2528                 if(this.(weaponentity).m_weapon == WEP_Null)
2529                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2530         }
2531 }
2532
2533 void DrownPlayer(entity this)
2534 {
2535         if(IS_DEAD(this) || game_stopped || time < game_starttime)
2536                 return;
2537
2538         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2539         {
2540                 if(this.air_finished < time)
2541                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2542                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2543         }
2544         else if (this.air_finished < time)
2545         {       // drown!
2546                 if (this.pain_finished < time)
2547                 {
2548                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2549                         this.pain_finished = time + 0.5;
2550                 }
2551         }
2552 }
2553
2554 .bool move_qcphysics;
2555
2556 void Player_Physics(entity this)
2557 {
2558         set_movetype(this, this.move_movetype);
2559
2560         if(!this.move_qcphysics)
2561                 return;
2562
2563         if(!frametime && !CS(this).pm_frametime)
2564                 return;
2565
2566         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2567
2568         CS(this).pm_frametime = 0;
2569 }
2570
2571 /*
2572 =============
2573 PlayerPostThink
2574
2575 Called every frame for each client after the physics are run
2576 =============
2577 */
2578 void PlayerPostThink (entity this)
2579 {
2580         Player_Physics(this);
2581
2582         if (sv_maxidle > 0)
2583         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2584         if (IS_REAL_CLIENT(this))
2585         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2586         {
2587                 int totalClients = 0;
2588                 if(sv_maxidle_slots > 0)
2589                 {
2590                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2591                         {
2592                                 ++totalClients;
2593                         });
2594                 }
2595
2596                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2597                 { /* do nothing */ }
2598                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2599                 {
2600                         if (CS(this).idlekick_lasttimeleft)
2601                         {
2602                                 CS(this).idlekick_lasttimeleft = 0;
2603                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2604                         }
2605                 }
2606                 else
2607                 {
2608                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2609                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2610                                 if (!CS(this).idlekick_lasttimeleft)
2611                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2612                         }
2613                         if (timeleft <= 0) {
2614                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2615                                 dropclient(this);
2616                                 return;
2617                         }
2618                         else if (timeleft <= 10) {
2619                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2620                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2621                 }
2622                                 CS(this).idlekick_lasttimeleft = timeleft;
2623                         }
2624                 }
2625         }
2626
2627         CheatFrame(this);
2628
2629         if (game_stopped)
2630         {
2631                 this.solid = SOLID_NOT;
2632                 this.takedamage = DAMAGE_NO;
2633                 set_movetype(this, MOVETYPE_NONE);
2634         }
2635
2636         if (IS_PLAYER(this)) {
2637                 if(this.death_time == time && IS_DEAD(this))
2638                 {
2639                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2640                         // once all the damage events of this frame have been processed with normal size
2641                         this.maxs.z = 5;
2642                         setsize(this, this.mins, this.maxs);
2643                 }
2644                 DrownPlayer(this);
2645                 UpdateChatBubble(this);
2646                 if (CS(this).impulse) ImpulseCommands(this);
2647                 if (game_stopped)
2648                 {
2649                         CSQCMODEL_AUTOUPDATE(this);
2650                         return;
2651                 }
2652                 GetPressedKeys(this);
2653         }
2654
2655         if (this.waypointsprite_attachedforcarrier) {
2656             vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2657                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2658     }
2659
2660         CSQCMODEL_AUTOUPDATE(this);
2661 }
2662
2663 // hack to copy the button fields from the client entity to the Client State
2664 void PM_UpdateButtons(entity this, entity store)
2665 {
2666         if(this.impulse)
2667                 store.impulse = this.impulse;
2668         this.impulse = 0;
2669
2670         bool typing = this.buttonchat;
2671
2672         store.button0 = (typing) ? 0 : this.button0;
2673         //button1?!
2674         store.button2 = (typing) ? 0 : this.button2;
2675         store.button3 = (typing) ? 0 : this.button3;
2676         store.button4 = this.button4;
2677         store.button5 = (typing) ? 0 : this.button5;
2678         store.button6 = this.button6;
2679         store.button7 = this.button7;
2680         store.button8 = this.button8;
2681         store.button9 = this.button9;
2682         store.button10 = this.button10;
2683         store.button11 = this.button11;
2684         store.button12 = this.button12;
2685         store.button13 = this.button13;
2686         store.button14 = this.button14;
2687         store.button15 = this.button15;
2688         store.button16 = this.button16;
2689         store.buttonuse = this.buttonuse;
2690         store.buttonchat = this.buttonchat;
2691
2692         store.cursor_active = this.cursor_active;
2693         store.cursor_screen = this.cursor_screen;
2694         store.cursor_trace_start = this.cursor_trace_start;
2695         store.cursor_trace_endpos = this.cursor_trace_endpos;
2696         store.cursor_trace_ent = this.cursor_trace_ent;
2697
2698         store.ping = this.ping;
2699         store.ping_packetloss = this.ping_packetloss;
2700         store.ping_movementloss = this.ping_movementloss;
2701
2702         store.v_angle = this.v_angle;
2703         store.movement = (typing) ? '0 0 0' : this.movement;
2704 }
2705
2706 NET_HANDLE(fpsreport, bool)
2707 {
2708         int fps = ReadShort();
2709         PlayerScore_Set(sender, SP_FPS, fps);
2710         return true;
2711 }