]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
Merge branch 'terencehill/replicatevars_enhancements' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/campaign.qh>
50 #include <server/chat.qh>
51 #include <server/cheats.qh>
52 #include <server/clientkill.qh>
53 #include <server/command/common.qh>
54 #include <server/command/common.qh>
55 #include <server/command/vote.qh>
56 #include <server/compat/quake3.qh>
57 #include <server/damage.qh>
58 #include <server/gamelog.qh>
59 #include <server/handicap.qh>
60 #include <server/hook.qh>
61 #include <server/impulse.qh>
62 #include <server/intermission.qh>
63 #include <server/ipban.qh>
64 #include <server/main.qh>
65 #include <server/mutators/_mod.qh>
66 #include <server/player.qh>
67 #include <server/portals.qh>
68 #include <server/race.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
80
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
82 {
83     ClientConnect(this);
84     TRANSMUTE(Player, this);
85     this.frame = 12; // 7
86     this.team = _team;
87     PutClientInServer(this);
88 }
89
90 STATIC_METHOD(Client, Remove, void(Client this))
91 {
92     TRANSMUTE(Observer, this);
93     PutClientInServer(this);
94     ClientDisconnect(this);
95 }
96
97 void send_CSQC_teamnagger() {
98         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
99 }
100
101 int CountSpectators(entity player, entity to)
102 {
103         if(!player) { return 0; } // not sure how, but best to be safe
104
105         int spec_count = 0;
106
107         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
108         {
109                 spec_count++;
110         });
111
112         return spec_count;
113 }
114
115 void WriteSpectators(entity player, entity to)
116 {
117         if(!player) { return; } // not sure how, but best to be safe
118
119         int spec_count = 0;
120         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
121         {
122                 if(spec_count >= MAX_SPECTATORS)
123                         break;
124                 WriteByte(MSG_ENTITY, num_for_edict(it));
125                 ++spec_count;
126         });
127 }
128
129 bool ClientData_Send(entity this, entity to, int sf)
130 {
131         assert(to == this.owner, return false);
132
133         entity e = to;
134         if (IS_SPEC(e)) e = e.enemy;
135
136         sf = 0;
137         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
138         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
139         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
140         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
141
142         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
143         WriteByte(MSG_ENTITY, sf);
144
145         if (sf & BIT(1))
146                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
147
148         if(sf & BIT(4))
149         {
150                 float specs = CountSpectators(e, to);
151                 WriteByte(MSG_ENTITY, specs);
152                 WriteSpectators(e, to);
153         }
154
155         return true;
156 }
157
158 void ClientData_Attach(entity this)
159 {
160         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
161         CS(this).clientdata.drawonlytoclient = this;
162         CS(this).clientdata.owner = this;
163 }
164
165 void ClientData_Detach(entity this)
166 {
167         delete(CS(this).clientdata);
168         CS(this).clientdata = NULL;
169 }
170
171 void ClientData_Touch(entity e)
172 {
173         entity cd = CS(e).clientdata;
174         if (cd) { cd.SendFlags = 1; }
175
176         // make it spectatable
177         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
178         {
179                 entity cd = CS(it).clientdata;
180                 if (cd) { cd.SendFlags = 1; }
181         });
182 }
183
184
185 /*
186 =============
187 CheckPlayerModel
188
189 Checks if the argument string can be a valid playermodel.
190 Returns a valid one in doubt.
191 =============
192 */
193 string FallbackPlayerModel;
194 string CheckPlayerModel(string plyermodel) {
195         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
196         {
197                 // note: we cannot summon Don Strunzone here, some player may
198                 // still have the model string set. In case anyone manages how
199                 // to change a cvar default, we'll have a small leak here.
200                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
201         }
202         // only in right path
203         if(substring(plyermodel, 0, 14) != "models/player/")
204                 return FallbackPlayerModel;
205         // only good file extensions
206         if(substring(plyermodel, -4, 4) != ".iqm"
207                 && substring(plyermodel, -4, 4) != ".zym"
208                 && substring(plyermodel, -4, 4) != ".dpm"
209                 && substring(plyermodel, -4, 4) != ".md3"
210                 && substring(plyermodel, -4, 4) != ".psk")
211         {
212                 return FallbackPlayerModel;
213         }
214         // forbid the LOD models
215         if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
216                 return FallbackPlayerModel;
217         if(plyermodel != strtolower(plyermodel))
218                 return FallbackPlayerModel;
219         // also, restrict to server models
220         if(autocvar_sv_servermodelsonly)
221         {
222                 if(!fexists(plyermodel))
223                         return FallbackPlayerModel;
224         }
225         return plyermodel;
226 }
227
228 void setplayermodel(entity e, string modelname)
229 {
230         precache_model(modelname);
231         _setmodel(e, modelname);
232         player_setupanimsformodel(e);
233         if(!autocvar_g_debug_globalsounds)
234                 UpdatePlayerSounds(e);
235 }
236
237 /** putting a client as observer in the server */
238 void PutObserverInServer(entity this, bool is_forced)
239 {
240         bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
241         PlayerState_detach(this);
242
243         if (IS_PLAYER(this))
244         {
245                 if(GetResource(this, RES_HEALTH) >= 1)
246                 {
247                         // despawn effect
248                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
249                 }
250
251                 // was a player, recount votes and ready status
252                 if(IS_REAL_CLIENT(this))
253                 {
254                         if (vote_called) { VoteCount(false); }
255                         ReadyCount();
256                 }
257                 entcs_update_players(this);
258         }
259
260         entity spot = SelectSpawnPoint(this, true);
261         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
262         this.angles = vec2(spot.angles);
263         this.fixangle = true;
264         // offset it so that the spectator spawns higher off the ground, looks better this way
265         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
266         if (IS_REAL_CLIENT(this))
267         {
268                 msg_entity = this;
269                 WriteByte(MSG_ONE, SVC_SETVIEW);
270                 WriteEntity(MSG_ONE, this);
271         }
272         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
273         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
274         if(!autocvar_g_debug_globalsounds)
275         {
276                 // needed for player sounds
277                 this.model = "";
278                 FixPlayermodel(this);
279         }
280         setmodel(this, MDL_Null);
281         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
282         this.view_ofs = '0 0 0';
283
284         RemoveGrapplingHooks(this);
285         Portal_ClearAll(this);
286         Unfreeze(this, false);
287         SetSpectatee(this, NULL);
288
289         if (this.alivetime)
290         {
291                 if (!warmup_stage)
292                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
293                 this.alivetime = 0;
294         }
295
296         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
297
298         WaypointSprite_PlayerDead(this);
299
300         if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
301                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
302
303         accuracy_resend(this);
304
305         CS(this).spectatortime = time;
306         if(this.bot_attack)
307                 IL_REMOVE(g_bot_targets, this);
308         this.bot_attack = false;
309         if(this.monster_attack)
310                 IL_REMOVE(g_monster_targets, this);
311         this.monster_attack = false;
312         STAT(HUD, this) = HUD_NORMAL;
313         TRANSMUTE(Observer, this);
314         this.iscreature = false;
315         this.teleportable = TELEPORT_SIMPLE;
316         if(this.damagedbycontents)
317                 IL_REMOVE(g_damagedbycontents, this);
318         this.damagedbycontents = false;
319         SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
320         SetSpectatee_status(this, etof(this));
321         this.takedamage = DAMAGE_NO;
322         this.solid = SOLID_NOT;
323         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
324         this.flags = FL_CLIENT | FL_NOTARGET;
325         this.effects = 0;
326         SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
327         this.pauserotarmor_finished = 0;
328         this.pauserothealth_finished = 0;
329         this.pauseregen_finished = 0;
330         this.damageforcescale = 0;
331         this.death_time = 0;
332         this.respawn_flags = 0;
333         this.respawn_time = 0;
334         STAT(RESPAWN_TIME, this) = 0;
335         this.alpha = 0;
336         this.scale = 0;
337         this.fade_time = 0;
338         this.pain_finished = 0;
339         STAT(AIR_FINISHED, this) = 0;
340         //this.dphitcontentsmask = 0;
341         this.dphitcontentsmask = DPCONTENTS_SOLID;
342         if (autocvar_g_playerclip_collisions)
343                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
344         this.pushltime = 0;
345         this.istypefrag = 0;
346         setthink(this, func_null);
347         this.nextthink = 0;
348         this.deadflag = DEAD_NO;
349         UNSET_DUCKED(this);
350         STAT(REVIVE_PROGRESS, this) = 0;
351         this.revival_time = 0;
352         this.draggable = drag_undraggable;
353
354         this.items = 0;
355         STAT(WEAPONS, this) = '0 0 0';
356         this.drawonlytoclient = this;
357
358         this.viewloc = NULL;
359
360         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
361
362         this.weaponmodel = "";
363         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
364         {
365                 this.weaponentities[slot] = NULL;
366         }
367         this.exteriorweaponentity = NULL;
368         CS(this).killcount = FRAGS_SPECTATOR;
369         this.velocity = '0 0 0';
370         this.avelocity = '0 0 0';
371         this.punchangle = '0 0 0';
372         this.punchvector = '0 0 0';
373         this.oldvelocity = this.velocity;
374         this.event_damage = func_null;
375         this.event_heal = func_null;
376
377         for(int slot = 0; slot < MAX_AXH; ++slot)
378         {
379                 entity axh = this.(AuxiliaryXhair[slot]);
380                 this.(AuxiliaryXhair[slot]) = NULL;
381
382                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
383                         delete(axh);
384         }
385
386         if (mutator_returnvalue)
387         {
388                 // mutator prevents resetting teams+score
389         }
390         else
391         {
392                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
393                 this.frags = FRAGS_SPECTATOR;
394         }
395
396         bot_relinkplayerlist();
397
398         if (CS(this).just_joined)
399                 CS(this).just_joined = false;
400 }
401
402 int player_getspecies(entity this)
403 {
404         get_model_parameters(this.model, this.skin);
405         int s = get_model_parameters_species;
406         get_model_parameters(string_null, 0);
407         if (s < 0) return SPECIES_HUMAN;
408         return s;
409 }
410
411 .float model_randomizer;
412 void FixPlayermodel(entity player)
413 {
414         string defaultmodel = "";
415         int defaultskin = 0;
416         if(autocvar_sv_defaultcharacter)
417         {
418                 if(teamplay)
419                 {
420                         switch(player.team)
421                         {
422                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
423                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
424                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
425                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
426                         }
427                 }
428
429                 if(defaultmodel == "")
430                 {
431                         defaultmodel = autocvar_sv_defaultplayermodel;
432                         defaultskin = autocvar_sv_defaultplayerskin;
433                 }
434
435                 int n = tokenize_console(defaultmodel);
436                 if(n > 0)
437                 {
438                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
439                         // However, do NOT randomize if the player-selected model is in the list.
440                         for (int i = 0; i < n; ++i)
441                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
442                                         defaultmodel = argv(i);
443                 }
444
445                 int i = strstrofs(defaultmodel, ":", 0);
446                 if(i >= 0)
447                 {
448                         defaultskin = stof(substring(defaultmodel, i+1, -1));
449                         defaultmodel = substring(defaultmodel, 0, i);
450                 }
451         }
452         if(autocvar_sv_defaultcharacterskin && !defaultskin)
453         {
454                 if(teamplay)
455                 {
456                         switch(player.team)
457                         {
458                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
459                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
460                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
461                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
462                         }
463                 }
464
465                 if(!defaultskin)
466                         defaultskin = autocvar_sv_defaultplayerskin;
467         }
468
469         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
470         defaultmodel = M_ARGV(0, string);
471         defaultskin = M_ARGV(1, int);
472
473         bool chmdl = false;
474         int oldskin;
475         if(defaultmodel != "")
476         {
477                 if (defaultmodel != player.model)
478                 {
479                         vector m1 = player.mins;
480                         vector m2 = player.maxs;
481                         setplayermodel (player, defaultmodel);
482                         setsize (player, m1, m2);
483                         chmdl = true;
484                 }
485
486                 oldskin = player.skin;
487                 player.skin = defaultskin;
488         } else {
489                 if (player.playermodel != player.model || player.playermodel == "")
490                 {
491                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
492                         vector m1 = player.mins;
493                         vector m2 = player.maxs;
494                         setplayermodel (player, player.playermodel);
495                         setsize (player, m1, m2);
496                         chmdl = true;
497                 }
498
499                 if(!autocvar_sv_defaultcharacterskin)
500                 {
501                         oldskin = player.skin;
502                         player.skin = stof(player.playerskin);
503                 }
504                 else
505                 {
506                         oldskin = player.skin;
507                         player.skin = defaultskin;
508                 }
509         }
510
511         if(chmdl || oldskin != player.skin) // model or skin has changed
512         {
513                 player.species = player_getspecies(player); // update species
514                 if(!autocvar_g_debug_globalsounds)
515                         UpdatePlayerSounds(player); // update skin sounds
516         }
517
518         if(!teamplay)
519                 if(strlen(autocvar_sv_defaultplayercolors))
520                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
521                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
522 }
523
524 void PutPlayerInServer(entity this)
525 {
526         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
527
528         PlayerState_attach(this);
529         accuracy_resend(this);
530
531         if (this.team < 0)
532                 TeamBalance_JoinBestTeam(this);
533
534         entity spot = SelectSpawnPoint(this, false);
535         if (!spot) {
536                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
537                 return; // spawn failed
538         }
539
540         TRANSMUTE(Player, this);
541
542         CS(this).wasplayer = true;
543         this.iscreature = true;
544         this.teleportable = TELEPORT_NORMAL;
545         if(!this.damagedbycontents)
546                 IL_PUSH(g_damagedbycontents, this);
547         this.damagedbycontents = true;
548         set_movetype(this, MOVETYPE_WALK);
549         this.solid = SOLID_SLIDEBOX;
550         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
551         if (autocvar_g_playerclip_collisions)
552                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
553         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
554                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
555         this.frags = FRAGS_PLAYER;
556         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
557         this.flags = FL_CLIENT | FL_PICKUPITEMS;
558         if (autocvar__notarget)
559                 this.flags |= FL_NOTARGET;
560         this.takedamage = DAMAGE_AIM;
561         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
562
563         if (warmup_stage) {
564                 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
565                 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
566                 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
567                 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
568                 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
569                 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
570                 SetResource(this, RES_HEALTH, warmup_start_health);
571                 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
572                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
573         } else {
574                 SetResource(this, RES_SHELLS, start_ammo_shells);
575                 SetResource(this, RES_BULLETS, start_ammo_nails);
576                 SetResource(this, RES_ROCKETS, start_ammo_rockets);
577                 SetResource(this, RES_CELLS, start_ammo_cells);
578                 SetResource(this, RES_PLASMA, start_ammo_plasma);
579                 SetResource(this, RES_FUEL, start_ammo_fuel);
580                 SetResource(this, RES_HEALTH, start_health);
581                 SetResource(this, RES_ARMOR, start_armorvalue);
582                 STAT(WEAPONS, this) = start_weapons;
583                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
584                 {
585                         GiveRandomWeapons(this, random_start_weapons_count,
586                                 autocvar_g_random_start_weapons, random_start_ammo);
587                 }
588         }
589         SetSpectatee_status(this, 0);
590
591         PS(this).dual_weapons = '0 0 0';
592
593         if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
594                 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
595
596         this.items = start_items;
597
598         float shieldtime = time + autocvar_g_spawnshieldtime;
599
600         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
601         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
602         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
603         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
604         if (!sv_ready_restart_after_countdown && time < game_starttime)
605         {
606                 float f = game_starttime - time;
607                 shieldtime += f;
608                 this.pauserotarmor_finished += f;
609                 this.pauserothealth_finished += f;
610                 this.pauseregen_finished += f;
611         }
612
613         StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
614
615         this.damageforcescale = autocvar_g_player_damageforcescale;
616         this.death_time = 0;
617         this.respawn_flags = 0;
618         this.respawn_time = 0;
619         STAT(RESPAWN_TIME, this) = 0;
620         this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
621         this.fade_time = 0;
622         this.pain_finished = 0;
623         this.pushltime = 0;
624         setthink(this, func_null); // players have no think function
625         this.nextthink = 0;
626         this.dmg_team = 0;
627         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
628
629         this.deadflag = DEAD_NO;
630
631         this.angles = spot.angles;
632         this.angles_z = 0; // never spawn tilted even if the spot says to
633         if (IS_BOT_CLIENT(this))
634         {
635                 this.v_angle = this.angles;
636                 bot_aim_reset(this);
637         }
638         this.fixangle = true; // turn this way immediately
639         this.oldvelocity = this.velocity = '0 0 0';
640         this.avelocity = '0 0 0';
641         this.punchangle = '0 0 0';
642         this.punchvector = '0 0 0';
643
644         STAT(REVIVE_PROGRESS, this) = 0;
645         this.revival_time = 0;
646
647         STAT(AIR_FINISHED, this) = 0;
648         this.waterlevel = WATERLEVEL_NONE;
649         this.watertype = CONTENT_EMPTY;
650
651         entity spawnevent = new_pure(spawnevent);
652         spawnevent.owner = this;
653         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
654
655         // Cut off any still running player sounds.
656         stopsound(this, CH_PLAYER_SINGLE);
657
658         this.model = "";
659         FixPlayermodel(this);
660         this.drawonlytoclient = NULL;
661
662         this.viewloc = NULL;
663
664         for(int slot = 0; slot < MAX_AXH; ++slot)
665         {
666                 entity axh = this.(AuxiliaryXhair[slot]);
667                 this.(AuxiliaryXhair[slot]) = NULL;
668
669                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
670                         delete(axh);
671         }
672
673         this.spawnpoint_targ = NULL;
674
675         UNSET_DUCKED(this);
676         this.view_ofs = STAT(PL_VIEW_OFS, this);
677         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
678         this.spawnorigin = spot.origin;
679         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
680         // don't reset back to last position, even if new position is stuck in solid
681         this.oldorigin = this.origin;
682         if(this.conveyor)
683                 IL_REMOVE(g_conveyed, this);
684         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
685         if(this.swampslug)
686                 IL_REMOVE(g_swamped, this);
687         this.swampslug = NULL;
688         this.swamp_interval = 0;
689         if(this.ladder_entity)
690                 IL_REMOVE(g_ladderents, this);
691         this.ladder_entity = NULL;
692         IL_EACH(g_counters, it.realowner == this,
693         {
694                 delete(it);
695         });
696         STAT(HUD, this) = HUD_NORMAL;
697
698         this.event_damage = PlayerDamage;
699         this.event_heal = PlayerHeal;
700
701         this.draggable = func_null;
702
703         if(!this.bot_attack)
704                 IL_PUSH(g_bot_targets, this);
705         this.bot_attack = true;
706         if(!this.monster_attack)
707                 IL_PUSH(g_monster_targets, this);
708         this.monster_attack = true;
709         navigation_dynamicgoal_init(this, false);
710
711         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
712
713         // player was spectator
714         if (CS(this).killcount == FRAGS_SPECTATOR) {
715                 PlayerScore_Clear(this);
716                 CS(this).killcount = 0;
717                 CS(this).startplaytime = time;
718         }
719
720         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
721         {
722                 .entity weaponentity = weaponentities[slot];
723                 CL_SpawnWeaponentity(this, weaponentity);
724         }
725         this.alpha = default_player_alpha;
726         this.colormod = '1 1 1' * autocvar_g_player_brightness;
727         this.exteriorweaponentity.alpha = default_weapon_alpha;
728
729         this.speedrunning = false;
730
731         this.counter_cnt = 0;
732         this.fragsfilter_cnt = 0;
733
734         target_voicescript_clear(this);
735
736         // reset fields the weapons may use
737         FOREACH(Weapons, true, {
738                 it.wr_resetplayer(it, this);
739                         // reload all reloadable weapons
740                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
741                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
742                         {
743                                 .entity weaponentity = weaponentities[slot];
744                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
745                         }
746                 }
747         });
748
749         Unfreeze(this, false);
750
751         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
752
753         {
754                 string s = spot.target;
755                 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
756                         spot.target = string_null;
757                 SUB_UseTargets(spot, this, NULL);
758                 if(g_assault || g_race)
759                         spot.target = s;
760         }
761
762         if (autocvar_spawn_debug)
763         {
764                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
765                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
766         }
767
768         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
769         {
770                 .entity weaponentity = weaponentities[slot];
771                 entity w_ent = this.(weaponentity);
772                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
773                         w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
774                 else
775                         w_ent.m_switchweapon = WEP_Null;
776                 w_ent.m_weapon = WEP_Null;
777                 w_ent.weaponname = "";
778                 w_ent.m_switchingweapon = WEP_Null;
779                 w_ent.cnt = -1;
780         }
781
782         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
783
784         if (CS(this).impulse) ImpulseCommands(this);
785
786         W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
787         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
788         {
789                 .entity weaponentity = weaponentities[slot];
790                 W_WeaponFrame(this, weaponentity);
791         }
792
793         if (!warmup_stage && !this.alivetime)
794                 this.alivetime = time;
795
796         antilag_clear(this, CS(this));
797 }
798
799 /** Called when a client spawns in the server */
800 void PutClientInServer(entity this)
801 {
802         if (IS_BOT_CLIENT(this)) {
803                 TRANSMUTE(Player, this);
804         } else if (IS_REAL_CLIENT(this)) {
805                 msg_entity = this;
806                 WriteByte(MSG_ONE, SVC_SETVIEW);
807                 WriteEntity(MSG_ONE, this);
808         }
809         if (game_stopped)
810                 TRANSMUTE(Observer, this);
811
812         SetSpectatee(this, NULL);
813
814         // reset player keys
815         if(PS(this))
816                 PS(this).itemkeys = 0;
817
818         MUTATOR_CALLHOOK(PutClientInServer, this);
819
820         if (IS_OBSERVER(this)) {
821                 PutObserverInServer(this, false);
822         } else if (IS_PLAYER(this)) {
823                 PutPlayerInServer(this);
824         }
825
826         bot_relinkplayerlist();
827 }
828
829 // TODO do we need all these fields, or should we stop autodetecting runtime
830 // changes and just have a console command to update this?
831 bool ClientInit_SendEntity(entity this, entity to, int sf)
832 {
833         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
834         return = true;
835         msg_entity = to;
836         // MSG_INIT replacement
837         // TODO: make easier to use
838         Registry_send_all();
839         W_PROP_reload(MSG_ONE, to);
840         ClientInit_misc(this);
841         MUTATOR_CALLHOOK(Ent_Init);
842 }
843 void ClientInit_misc(entity this)
844 {
845         int channel = MSG_ONE;
846         WriteHeader(channel, ENT_CLIENT_INIT);
847         WriteByte(channel, g_nexball_meter_period * 32);
848         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
849         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
850         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
851         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
852         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
853         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
854         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
855         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
856
857         if(autocvar_sv_foginterval && world.fog != "")
858                 WriteString(channel, world.fog);
859         else
860                 WriteString(channel, "");
861         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
862         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
863         WriteByte(channel, serverflags);
864         WriteCoord(channel, autocvar_g_trueaim_minrange);
865 }
866
867 void ClientInit_CheckUpdate(entity this)
868 {
869         this.nextthink = time;
870         if(this.count != autocvar_g_balance_armor_blockpercent)
871         {
872                 this.count = autocvar_g_balance_armor_blockpercent;
873                 this.SendFlags |= 1;
874         }
875         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
876         {
877                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
878                 this.SendFlags |= 1;
879         }
880 }
881
882 void ClientInit_Spawn()
883 {
884         entity e = new_pure(clientinit);
885         setthink(e, ClientInit_CheckUpdate);
886         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
887
888         ClientInit_CheckUpdate(e);
889 }
890
891 /*
892 =============
893 SetNewParms
894 =============
895 */
896 void SetNewParms ()
897 {
898         // initialize parms for a new player
899         parm1 = -(86400 * 366);
900
901         MUTATOR_CALLHOOK(SetNewParms);
902 }
903
904 /*
905 =============
906 SetChangeParms
907 =============
908 */
909 void SetChangeParms (entity this)
910 {
911         // save parms for level change
912         parm1 = CS(this).parm_idlesince - time;
913
914         MUTATOR_CALLHOOK(SetChangeParms);
915 }
916
917 /*
918 =============
919 DecodeLevelParms
920 =============
921 */
922 void DecodeLevelParms(entity this)
923 {
924         // load parms
925         CS(this).parm_idlesince = parm1;
926         if (CS(this).parm_idlesince == -(86400 * 366))
927                 CS(this).parm_idlesince = time;
928
929         // whatever happens, allow 60 seconds of idling directly after connect for map loading
930         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
931
932         MUTATOR_CALLHOOK(DecodeLevelParms);
933 }
934
935 void FixClientCvars(entity e)
936 {
937         // send prediction settings to the client
938         if(autocvar_g_antilag == 3) // client side hitscan
939                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
940         if(autocvar_sv_gentle)
941                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
942
943         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
944         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
945
946         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
947
948         MUTATOR_CALLHOOK(FixClientCvars, e);
949 }
950
951 bool findinlist_abbrev(string tofind, string list)
952 {
953         if(list == "" || tofind == "")
954                 return false; // empty list or search, just return
955
956         // this function allows abbreviated strings!
957         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
958         {
959                 return true;
960         });
961
962         return false;
963 }
964
965 bool PlayerInIPList(entity p, string iplist)
966 {
967         // some safety checks (never allow local?)
968         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
969                 return false;
970
971         return findinlist_abbrev(p.netaddress, iplist);
972 }
973
974 bool PlayerInIDList(entity p, string idlist)
975 {
976         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
977         if(!p.crypto_idfp)
978                 return false;
979
980         return findinlist_abbrev(p.crypto_idfp, idlist);
981 }
982
983 bool PlayerInList(entity player, string list)
984 {
985         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
986 }
987
988 #ifdef DP_EXT_PRECONNECT
989 /*
990 =============
991 ClientPreConnect
992
993 Called once (not at each match start) when a client begins a connection to the server
994 =============
995 */
996 void ClientPreConnect(entity this)
997 {
998         if(autocvar_sv_eventlog)
999         {
1000                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1001                         this.playerid,
1002                         etof(this),
1003                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1004                 ));
1005         }
1006 }
1007 #endif
1008
1009 string GetClientVersionMessage(entity this)
1010 {
1011         if (CS(this).version_mismatch) {
1012                 if(CS(this).version < autocvar_gameversion) {
1013                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1014                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1015                 } else {
1016                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1017                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1018                 }
1019         } else {
1020                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1021         }
1022 }
1023
1024 string getwelcomemessage(entity this)
1025 {
1026         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1027         string modifications = M_ARGV(0, string);
1028
1029         if(g_weaponarena)
1030         {
1031                 if(g_weaponarena_random)
1032                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1033                 else
1034                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1035         }
1036         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1037                 modifications = strcat(modifications, ", No start weapons");
1038         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1039                 modifications = strcat(modifications, ", Low gravity");
1040         if(g_weapon_stay && !g_cts)
1041                 modifications = strcat(modifications, ", Weapons stay");
1042         if(autocvar_g_jetpack)
1043                 modifications = strcat(modifications, ", Jet pack");
1044         modifications = substring(modifications, 2, strlen(modifications) - 2);
1045
1046         string versionmessage = GetClientVersionMessage(this);
1047         string s = strcat(versionmessage, "^8\n^8\nserver is ^9", autocvar_hostname, "^8\n");
1048
1049         s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1050
1051         if(modifications != "")
1052                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1053
1054         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1055         {
1056                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1057                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1058         }
1059
1060         if (cache_mutatormsg != "") {
1061                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1062         }
1063
1064         string mutator_msg = "";
1065         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1066         mutator_msg = M_ARGV(0, string);
1067
1068         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1069
1070         string motd = autocvar_sv_motd;
1071         if (motd != "") {
1072                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1073         }
1074         return s;
1075 }
1076
1077 /**
1078 =============
1079 ClientConnect
1080
1081 Called when a client connects to the server
1082 =============
1083 */
1084 void ClientConnect(entity this)
1085 {
1086         if (Ban_MaybeEnforceBanOnce(this)) return;
1087         assert(!IS_CLIENT(this), return);
1088         this.flags |= FL_CLIENT;
1089         assert(player_count >= 0, player_count = 0);
1090
1091         TRANSMUTE(Client, this);
1092         CS(this).version_nagtime = time + 10 + random() * 10;
1093
1094         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1095
1096         bot_clientconnect(this);
1097
1098         Player_DetermineForcedTeam(this);
1099
1100         TRANSMUTE(Observer, this);
1101
1102         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1103
1104         // always track bots, don't ask for cl_allow_uidtracking
1105         if (IS_BOT_CLIENT(this))
1106                 PlayerStats_GameReport_AddPlayer(this);
1107         else
1108                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1109
1110         if (autocvar_sv_eventlog)
1111                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1112
1113         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1114
1115         stuffcmd(this, clientstuff, "\n");
1116         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1117
1118         FixClientCvars(this);
1119
1120         // get version info from player
1121         stuffcmd(this, "cmd clientversion $gameversion\n");
1122
1123         // notify about available teams
1124         if (teamplay)
1125         {
1126                 entity balance = TeamBalance_CheckAllowedTeams(this);
1127                 int t = TeamBalance_GetAllowedTeams(balance);
1128                 TeamBalance_Destroy(balance);
1129                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1130         }
1131         else
1132         {
1133                 stuffcmd(this, "set _teams_available 0\n");
1134         }
1135
1136         bot_relinkplayerlist();
1137
1138         CS(this).spectatortime = time;
1139         if (blockSpectators)
1140         {
1141                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1142         }
1143
1144         CS(this).jointime = time;
1145
1146         if (IS_REAL_CLIENT(this))
1147         {
1148                 if (g_weaponarena_weapons == WEPSET(TUBA))
1149                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1150         }
1151
1152         if (!autocvar_sv_foginterval && world.fog != "")
1153                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1154
1155         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1156                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1157                         send_CSQC_teamnagger();
1158
1159         CSQCMODEL_AUTOINIT(this);
1160
1161         CS(this).model_randomizer = random();
1162
1163         if (IS_REAL_CLIENT(this))
1164                 sv_notice_join(this);
1165
1166         this.move_qcphysics = autocvar_sv_qcphysics;
1167
1168         // update physics stats (players can spawn before physics runs)
1169         Physics_UpdateStats(this);
1170
1171         IL_EACH(g_initforplayer, it.init_for_player, {
1172                 it.init_for_player(it, this);
1173         });
1174
1175         Handicap_Initialize(this);
1176
1177         MUTATOR_CALLHOOK(ClientConnect, this);
1178
1179         if (IS_REAL_CLIENT(this))
1180         {
1181                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1182                 {
1183                         CS(this).motd_actived_time = -1;
1184                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1185                 }
1186         }
1187 }
1188 /*
1189 =============
1190 ClientDisconnect
1191
1192 Called when a client disconnects from the server
1193 =============
1194 */
1195 .entity chatbubbleentity;
1196 void player_powerups_remove_all(entity this);
1197
1198 void ClientDisconnect(entity this)
1199 {
1200         assert(IS_CLIENT(this), return);
1201
1202         PlayerStats_GameReport_FinalizePlayer(this);
1203         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1204         if (CS(this).active_minigame) part_minigame(this);
1205         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1206
1207         if (autocvar_sv_eventlog)
1208                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1209
1210         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1211
1212         if(IS_SPEC(this))
1213                 SetSpectatee(this, NULL);
1214
1215         MUTATOR_CALLHOOK(ClientDisconnect, this);
1216
1217         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1218         strfree(CS_CVAR(this).weaponorder_byimpulse);
1219         ClientState_detach(this);
1220
1221         Portal_ClearAll(this);
1222
1223         Unfreeze(this, false);
1224
1225         RemoveGrapplingHooks(this);
1226
1227         // Here, everything has been done that requires this player to be a client.
1228
1229         this.flags &= ~FL_CLIENT;
1230
1231         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1232         if (this.killindicator) delete(this.killindicator);
1233
1234         IL_EACH(g_counters, it.realowner == this,
1235         {
1236                 delete(it);
1237         });
1238
1239         WaypointSprite_PlayerGone(this);
1240
1241         bot_relinkplayerlist();
1242
1243         strfree(this.clientstatus);
1244         if (this.personal) delete(this.personal);
1245
1246         this.playerid = 0;
1247         ReadyCount();
1248         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1249
1250         player_powerups_remove_all(this); // stop powerup sound
1251
1252         ONREMOVE(this);
1253 }
1254
1255 void ChatBubbleThink(entity this)
1256 {
1257         this.nextthink = time;
1258         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1259         {
1260                 if(this.owner) // but why can that ever be NULL?
1261                         this.owner.chatbubbleentity = NULL;
1262                 delete(this);
1263                 return;
1264         }
1265
1266         this.mdl = "";
1267
1268         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1269         {
1270                 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1271                         this.mdl = "models/sprites/minigame_busy.iqm";
1272                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1273                         this.mdl = "models/misc/chatbubble.spr";
1274         }
1275
1276         if ( this.model != this.mdl )
1277                 _setmodel(this, this.mdl);
1278
1279 }
1280
1281 void UpdateChatBubble(entity this)
1282 {
1283         if (this.alpha < 0)
1284                 return;
1285         // spawn a chatbubble entity if needed
1286         if (!this.chatbubbleentity)
1287         {
1288                 this.chatbubbleentity = new(chatbubbleentity);
1289                 this.chatbubbleentity.owner = this;
1290                 this.chatbubbleentity.exteriormodeltoclient = this;
1291                 setthink(this.chatbubbleentity, ChatBubbleThink);
1292                 this.chatbubbleentity.nextthink = time;
1293                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1294                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1295                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1296                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1297                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1298                 //this.chatbubbleentity.model = "";
1299                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1300         }
1301 }
1302
1303 void calculate_player_respawn_time(entity this)
1304 {
1305         if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1306                 return;
1307
1308         float gametype_setting_tmp;
1309         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1310         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1311         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1312         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1313         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1314         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1315
1316         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
1317         if (teamplay)
1318         {
1319                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1320                         if(it.team == this.team)
1321                                 ++pcount;
1322                 });
1323                 if (sdelay_small_count == 0)
1324                         sdelay_small_count = 1;
1325                 if (sdelay_large_count == 0)
1326                         sdelay_large_count = 1;
1327         }
1328         else
1329         {
1330                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1331                         ++pcount;
1332                 });
1333                 if (sdelay_small_count == 0)
1334                 {
1335                         if (IS_INDEPENDENT_PLAYER(this))
1336                         {
1337                                 // Players play independently. No point in requiring enemies.
1338                                 sdelay_small_count = 1;
1339                         }
1340                         else
1341                         {
1342                                 // Players play AGAINST each other. Enemies required.
1343                                 sdelay_small_count = 2;
1344                         }
1345                 }
1346                 if (sdelay_large_count == 0)
1347                 {
1348                         if (IS_INDEPENDENT_PLAYER(this))
1349                         {
1350                                 // Players play independently. No point in requiring enemies.
1351                                 sdelay_large_count = 1;
1352                         }
1353                         else
1354                         {
1355                                 // Players play AGAINST each other. Enemies required.
1356                                 sdelay_large_count = 2;
1357                         }
1358                 }
1359         }
1360
1361         float sdelay;
1362
1363         if (pcount <= sdelay_small_count)
1364                 sdelay = sdelay_small;
1365         else if (pcount >= sdelay_large_count)
1366                 sdelay = sdelay_large;
1367         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1368                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1369
1370         if(waves)
1371                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1372         else
1373                 this.respawn_time = time + sdelay;
1374
1375         if(sdelay < sdelay_max)
1376                 this.respawn_time_max = time + sdelay_max;
1377         else
1378                 this.respawn_time_max = this.respawn_time;
1379
1380         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1381                 this.respawn_countdown = 10; // first number to count down from is 10
1382         else
1383                 this.respawn_countdown = -1; // do not count down
1384
1385         if(autocvar_g_forced_respawn)
1386                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1387 }
1388
1389 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1390 // added to the model skins
1391 /*void UpdateColorModHack()
1392 {
1393         float c;
1394         c = this.clientcolors & 15;
1395         // LordHavoc: only bothering to support white, green, red, yellow, blue
1396              if (!teamplay) this.colormod = '0 0 0';
1397         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1398         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1399         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1400         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1401         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1402         else this.colormod = '1 1 1';
1403 }*/
1404
1405 void respawn(entity this)
1406 {
1407         bool damagedbycontents_prev = this.damagedbycontents;
1408         if(this.alpha >= 0)
1409         {
1410                 if(autocvar_g_respawn_ghosts)
1411                 {
1412                         this.solid = SOLID_NOT;
1413                         this.takedamage = DAMAGE_NO;
1414                         this.damagedbycontents = false;
1415                         set_movetype(this, MOVETYPE_FLY);
1416                         this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1417                         this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1418                         this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1419                         this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1420                         Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1421                         if(autocvar_g_respawn_ghosts_time > 0)
1422                                 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1423                 }
1424                 else
1425                         SUB_SetFade (this, time, 1); // fade out the corpse immediately
1426         }
1427
1428         CopyBody(this, 1);
1429         this.damagedbycontents = damagedbycontents_prev;
1430
1431         this.effects |= EF_NODRAW; // prevent another CopyBody
1432         PutClientInServer(this);
1433 }
1434
1435 void play_countdown(entity this, float finished, Sound samp)
1436 {
1437         TC(Sound, samp);
1438         if(IS_REAL_CLIENT(this))
1439                 if(floor(finished - time - frametime) != floor(finished - time))
1440                         if(finished - time < 6)
1441                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1442 }
1443
1444 void player_powerups_remove_all(entity this)
1445 {
1446         if (this.items & IT_SUPERWEAPON)
1447         {
1448                 // don't play the poweroff sound when the game restarts or the player disconnects
1449                 if (time > game_starttime + 1 && IS_CLIENT(this))
1450                         sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1451                 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1452                 this.items -= (this.items & IT_SUPERWEAPON);
1453         }
1454 }
1455
1456 void player_powerups(entity this)
1457 {
1458         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1459                 this.modelflags |= MF_ROCKET;
1460         else
1461                 this.modelflags &= ~MF_ROCKET;
1462
1463         this.effects &= ~EF_NODEPTHTEST;
1464
1465         if (IS_DEAD(this))
1466                 player_powerups_remove_all(this);
1467
1468         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1469                 return;
1470
1471         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1472         int items_prev = this.items;
1473
1474         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1475         {
1476                 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1477                 if (this.items & IT_SUPERWEAPON)
1478                 {
1479                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1480                         {
1481                                 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1482                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1483                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1484                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1485                         }
1486                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1487                         {
1488                                 // don't let them run out
1489                         }
1490                         else
1491                         {
1492                                 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1493                                 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1494                                 {
1495                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1496                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1497                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1498                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1499                                 }
1500                         }
1501                 }
1502                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1503                 {
1504                         if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1505                         {
1506                                 this.items = this.items | IT_SUPERWEAPON;
1507                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1508                                 {
1509                                         if(!g_cts)
1510                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1511                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1512                                 }
1513                         }
1514                         else
1515                         {
1516                                 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1517                                         StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1518                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1519                         }
1520                 }
1521                 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1522                 {
1523                         StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1524                 }
1525         }
1526
1527         if(autocvar_g_nodepthtestplayers)
1528                 this.effects = this.effects | EF_NODEPTHTEST;
1529
1530         if(autocvar_g_fullbrightplayers)
1531                 this.effects = this.effects | EF_FULLBRIGHT;
1532
1533         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1534 }
1535
1536 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1537 {
1538         if(current > stable)
1539                 return current;
1540         else if(current > stable - 0.25) // when close enough, "snap"
1541                 return stable;
1542         else
1543                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1544 }
1545
1546 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1547 {
1548         if(current < stable)
1549                 return current;
1550         else if(current < stable + 0.25) // when close enough, "snap"
1551                 return stable;
1552         else
1553                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1554 }
1555
1556 void RotRegen(entity this, Resource res, float limit_mod,
1557         float regenstable, float regenfactor, float regenlinear, float regenframetime,
1558         float rotstable, float rotfactor, float rotlinear, float rotframetime)
1559 {
1560         float old = GetResource(this, res);
1561         float current = old;
1562         if(current > rotstable)
1563         {
1564                 if(rotframetime > 0)
1565                 {
1566                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1567                         current = max(rotstable, current - rotlinear * rotframetime);
1568                 }
1569         }
1570         else if(current < regenstable)
1571         {
1572                 if(regenframetime > 0)
1573                 {
1574                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1575                         current = min(regenstable, current + regenlinear * regenframetime);
1576                 }
1577         }
1578
1579         float limit = GetResourceLimit(this, res) * limit_mod;
1580         if(current > limit)
1581                 current = limit;
1582
1583         if (current != old)
1584                 SetResource(this, res, current);
1585 }
1586
1587 void player_regen(entity this)
1588 {
1589         float max_mod, regen_mod, rot_mod, limit_mod;
1590         max_mod = regen_mod = rot_mod = limit_mod = 1;
1591
1592         float regen_health = autocvar_g_balance_health_regen;
1593         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1594         float regen_health_rot = autocvar_g_balance_health_rot;
1595         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1596         float regen_health_stable = autocvar_g_balance_health_regenstable;
1597         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1598         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1599                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1600         max_mod = M_ARGV(1, float);
1601         regen_mod = M_ARGV(2, float);
1602         rot_mod = M_ARGV(3, float);
1603         limit_mod = M_ARGV(4, float);
1604         regen_health = M_ARGV(5, float);
1605         regen_health_linear = M_ARGV(6, float);
1606         regen_health_rot = M_ARGV(7, float);
1607         regen_health_rotlinear = M_ARGV(8, float);
1608         regen_health_stable = M_ARGV(9, float);
1609         regen_health_rotstable = M_ARGV(10, float);
1610
1611         float rotstable, regenstable, rotframetime, regenframetime;
1612
1613         if(!mutator_returnvalue)
1614         if(!STAT(FROZEN, this))
1615         {
1616                 regenstable = autocvar_g_balance_armor_regenstable;
1617                 rotstable = autocvar_g_balance_armor_rotstable;
1618                 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1619                 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1620                 RotRegen(this, RES_ARMOR, limit_mod,
1621                         regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1622                         rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1623
1624                 // NOTE: max_mod is only applied to health
1625                 regenstable = regen_health_stable * max_mod;
1626                 rotstable = regen_health_rotstable * max_mod;
1627                 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1628                 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1629                 RotRegen(this, RES_HEALTH, limit_mod,
1630                         regenstable, regen_health, regen_health_linear, regenframetime,
1631                         rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1632         }
1633
1634         // if player rotted to death...  die!
1635         // check this outside above checks, as player may still be able to rot to death
1636         if(GetResource(this, RES_HEALTH) < 1)
1637         {
1638                 if(this.vehicle)
1639                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1640                 if(this.event_damage)
1641                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1642         }
1643
1644         if (!(this.items & IT_UNLIMITED_AMMO))
1645         {
1646                 regenstable = autocvar_g_balance_fuel_regenstable;
1647                 rotstable = autocvar_g_balance_fuel_rotstable;
1648                 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1649                 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1650                 RotRegen(this, RES_FUEL, 1,
1651                         regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1652                         rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1653         }
1654 }
1655
1656 bool zoomstate_set;
1657 void SetZoomState(entity this, float newzoom)
1658 {
1659         if(newzoom != CS(this).zoomstate)
1660         {
1661                 CS(this).zoomstate = newzoom;
1662                 ClientData_Touch(this);
1663         }
1664         zoomstate_set = true;
1665 }
1666
1667 void GetPressedKeys(entity this)
1668 {
1669         MUTATOR_CALLHOOK(GetPressedKeys, this);
1670         if (game_stopped)
1671         {
1672                 CS(this).pressedkeys = 0;
1673                 STAT(PRESSED_KEYS, this) = 0;
1674                 return;
1675         }
1676
1677         // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1678         int keys = STAT(PRESSED_KEYS, this);
1679         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1680         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1681         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1682         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1683
1684         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1685         keys = BITSET(keys, KEY_CROUCH,         IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1686         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1687         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1688         CS(this).pressedkeys = keys; // store for other users
1689
1690         STAT(PRESSED_KEYS, this) = keys;
1691 }
1692
1693 /*
1694 ======================
1695 spectate mode routines
1696 ======================
1697 */
1698
1699 void SpectateCopy(entity this, entity spectatee)
1700 {
1701         TC(Client, this); TC(Client, spectatee);
1702
1703         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1704         PS(this) = PS(spectatee);
1705         this.armortype = spectatee.armortype;
1706         SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1707         SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1708         SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1709         SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1710         SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1711         SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1712         SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1713         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1714         SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1715         CS(this).impulse = 0;
1716         this.disableclientprediction = 1; // no need to run prediction on a spectator
1717         this.items = spectatee.items;
1718         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1719         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1720         STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1721         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1722         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1723         this.punchangle = spectatee.punchangle;
1724         this.view_ofs = spectatee.view_ofs;
1725         this.velocity = spectatee.velocity;
1726         this.dmg_take = spectatee.dmg_take;
1727         this.dmg_save = spectatee.dmg_save;
1728         this.dmg_inflictor = spectatee.dmg_inflictor;
1729         this.v_angle = spectatee.v_angle;
1730         this.angles = spectatee.v_angle;
1731         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1732         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1733         this.viewloc = spectatee.viewloc;
1734         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1735                 this.fixangle = true;
1736         setorigin(this, spectatee.origin);
1737         setsize(this, spectatee.mins, spectatee.maxs);
1738         SetZoomState(this, CS(spectatee).zoomstate);
1739
1740     anticheat_spectatecopy(this, spectatee);
1741         STAT(HUD, this) = STAT(HUD, spectatee);
1742         if(spectatee.vehicle)
1743     {
1744         this.angles = spectatee.v_angle;
1745
1746         //this.fixangle = false;
1747         //this.velocity = spectatee.vehicle.velocity;
1748         this.vehicle_health = spectatee.vehicle_health;
1749         this.vehicle_shield = spectatee.vehicle_shield;
1750         this.vehicle_energy = spectatee.vehicle_energy;
1751         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1752         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1753         this.vehicle_reload1 = spectatee.vehicle_reload1;
1754         this.vehicle_reload2 = spectatee.vehicle_reload2;
1755
1756         //msg_entity = this;
1757
1758        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1759             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1760            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1761            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1762
1763         //WriteByte (MSG_ONE, SVC_SETVIEW);
1764         //    WriteEntity(MSG_ONE, this);
1765         //makevectors(spectatee.v_angle);
1766         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1767     }
1768 }
1769
1770 bool SpectateUpdate(entity this)
1771 {
1772         if(!this.enemy)
1773                 return false;
1774
1775         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1776         {
1777                 SetSpectatee(this, NULL);
1778                 return false;
1779         }
1780
1781         SpectateCopy(this, this.enemy);
1782
1783         return true;
1784 }
1785
1786 bool SpectateSet(entity this)
1787 {
1788         if(!IS_PLAYER(this.enemy))
1789                 return false;
1790
1791         ClientData_Touch(this.enemy);
1792
1793         msg_entity = this;
1794         WriteByte(MSG_ONE, SVC_SETVIEW);
1795         WriteEntity(MSG_ONE, this.enemy);
1796         set_movetype(this, MOVETYPE_NONE);
1797         accuracy_resend(this);
1798
1799         if(!SpectateUpdate(this))
1800                 PutObserverInServer(this, false);
1801
1802         return true;
1803 }
1804
1805 void SetSpectatee_status(entity this, int spectatee_num)
1806 {
1807         int oldspectatee_status = CS(this).spectatee_status;
1808         CS(this).spectatee_status = spectatee_num;
1809
1810         if (CS(this).spectatee_status != oldspectatee_status)
1811         {
1812                 if (STAT(PRESSED_KEYS, this))
1813                 {
1814                         CS(this).pressedkeys = 0;
1815                         STAT(PRESSED_KEYS, this) = 0;
1816                 }
1817                 ClientData_Touch(this);
1818                 if (g_race || g_cts) race_InitSpectator();
1819         }
1820 }
1821
1822 void SetSpectatee(entity this, entity spectatee)
1823 {
1824         if(IS_BOT_CLIENT(this))
1825                 return; // bots abuse .enemy, this code is useless to them
1826
1827         entity old_spectatee = this.enemy;
1828
1829         this.enemy = spectatee;
1830
1831         // WEAPONTODO
1832         // these are required to fix the spectator bug with arc
1833         if(old_spectatee)
1834         {
1835                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1836                 {
1837                         .entity weaponentity = weaponentities[slot];
1838                         if(old_spectatee.(weaponentity).arc_beam)
1839                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1840                 }
1841         }
1842         if(this.enemy)
1843         {
1844                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1845                 {
1846                         .entity weaponentity = weaponentities[slot];
1847                         if(this.enemy.(weaponentity).arc_beam)
1848                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1849                 }
1850         }
1851
1852         if (this.enemy)
1853                 SetSpectatee_status(this, etof(this.enemy));
1854
1855         // needed to update spectator list
1856         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1857 }
1858
1859 bool Spectate(entity this, entity pl)
1860 {
1861         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1862                 return false;
1863         pl = M_ARGV(1, entity);
1864
1865         SetSpectatee(this, pl);
1866         return SpectateSet(this);
1867 }
1868
1869 bool SpectateNext(entity this)
1870 {
1871         entity ent = find(this.enemy, classname, STR_PLAYER);
1872
1873         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1874                 ent = M_ARGV(1, entity);
1875         else if (!ent)
1876                 ent = find(ent, classname, STR_PLAYER);
1877
1878         if(ent) { SetSpectatee(this, ent); }
1879
1880         return SpectateSet(this);
1881 }
1882
1883 bool SpectatePrev(entity this)
1884 {
1885         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1886         entity ent = findchain(classname, STR_PLAYER);
1887         if (!ent) // no player
1888                 return false;
1889
1890         entity first = ent;
1891         // skip players until current spectated player
1892         if(this.enemy)
1893         while(ent && ent != this.enemy)
1894                 ent = ent.chain;
1895
1896         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1897         {
1898                 case MUT_SPECPREV_FOUND:
1899                         ent = M_ARGV(1, entity);
1900                         break;
1901                 case MUT_SPECPREV_RETURN:
1902                         return true;
1903                 case MUT_SPECPREV_CONTINUE:
1904                 default:
1905                 {
1906                         if(ent.chain)
1907                                 ent = ent.chain;
1908                         else
1909                                 ent = first;
1910                         break;
1911                 }
1912         }
1913
1914         SetSpectatee(this, ent);
1915         return SpectateSet(this);
1916 }
1917
1918 /*
1919 =============
1920 ShowRespawnCountdown()
1921
1922 Update a respawn countdown display.
1923 =============
1924 */
1925 void ShowRespawnCountdown(entity this)
1926 {
1927         float number;
1928         if(!IS_DEAD(this)) // just respawned?
1929                 return;
1930         else
1931         {
1932                 number = ceil(this.respawn_time - time);
1933                 if(number <= 0)
1934                         return;
1935                 if(number <= this.respawn_countdown)
1936                 {
1937                         this.respawn_countdown = number - 1;
1938                         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
1939                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1940                 }
1941         }
1942 }
1943
1944 .bool team_selected;
1945 bool ShowTeamSelection(entity this)
1946 {
1947         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1948                 return false;
1949         stuffcmd(this, "menu_showteamselect\n");
1950         return true;
1951 }
1952 void Join(entity this)
1953 {
1954         TRANSMUTE(Player, this);
1955
1956         if(!this.team_selected)
1957         if(autocvar_g_campaign || autocvar_g_balance_teams)
1958                 TeamBalance_JoinBestTeam(this);
1959
1960         if(autocvar_g_campaign)
1961                 campaign_bots_may_start = true;
1962
1963         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1964
1965         PutClientInServer(this);
1966
1967         if(IS_PLAYER(this))
1968         if(teamplay && this.team != -1)
1969         {
1970         }
1971         else
1972                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1973         this.team_selected = false;
1974 }
1975
1976 int GetPlayerLimit()
1977 {
1978         if(g_duel)
1979                 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
1980         int player_limit = autocvar_g_maxplayers;
1981         MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1982         player_limit = M_ARGV(0, int);
1983         return player_limit;
1984 }
1985
1986 /**
1987  * Determines whether the player is allowed to join. This depends on cvar
1988  * g_maxplayers, if it isn't used this function always return true, otherwise
1989  * it checks whether the number of currently playing players exceeds g_maxplayers.
1990  * @return int number of free slots for players, 0 if none
1991  */
1992 int nJoinAllowed(entity this, entity ignore)
1993 {
1994         if(!ignore)
1995         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1996         // so report 0 free slots if restricted
1997         {
1998                 if(autocvar_g_forced_team_otherwise == "spectate")
1999                         return 0;
2000                 if(autocvar_g_forced_team_otherwise == "spectator")
2001                         return 0;
2002         }
2003
2004         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2005                 return 0; // forced spectators can never join
2006
2007         // TODO simplify this
2008         int totalClients = 0;
2009         int currentlyPlaying = 0;
2010         FOREACH_CLIENT(true, {
2011                 if(it != ignore)
2012                         ++totalClients;
2013                 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2014                         ++currentlyPlaying;
2015         });
2016
2017         int player_limit = GetPlayerLimit();
2018
2019         int free_slots = 0;
2020         if (!player_limit)
2021                 free_slots = maxclients - totalClients;
2022         else if(player_limit > 0 && currentlyPlaying < player_limit)
2023                 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2024
2025         static float msg_time = 0;
2026         if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2027         {
2028                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2029                 msg_time = time + 0.5;
2030         }
2031
2032         return free_slots;
2033 }
2034
2035 void PrintWelcomeMessage(entity this)
2036 {
2037         if(CS(this).motd_actived_time == 0)
2038         {
2039                 if (autocvar_g_campaign) {
2040                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2041                                 CS(this).motd_actived_time = time;
2042                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2043                         }
2044                 } else {
2045                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2046                                 CS(this).motd_actived_time = time;
2047                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2048                         }
2049                 }
2050         }
2051         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2052         {
2053                 if (autocvar_g_campaign) {
2054                         if (PHYS_INPUT_BUTTON_INFO(this))
2055                                 CS(this).motd_actived_time = time;
2056                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2057                                 CS(this).motd_actived_time = 0;
2058                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2059                         }
2060                 } else {
2061                         if (PHYS_INPUT_BUTTON_INFO(this))
2062                                 CS(this).motd_actived_time = time;
2063                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2064                                 CS(this).motd_actived_time = 0;
2065                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2066                         }
2067                 }
2068         }
2069         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2070         {
2071                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2072                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2073                 else if (CS(this).motd_actived_time == -2)
2074                 {
2075                         // instantly hide MOTD
2076                         CS(this).motd_actived_time = 0;
2077                         if (autocvar_g_campaign)
2078                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2079                         else
2080                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2081                 }
2082                 else if (IS_PLAYER(this) || IS_SPEC(this))
2083                 {
2084                         // FIXME occasionally for some reason MOTD never goes away
2085                         // delay MOTD removal a little bit in the hope it fixes this bug
2086                         if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2087                                 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2088                         else //if (CS(this).motd_actived_time < -2)
2089                                 CS(this).motd_actived_time++;
2090                 }
2091         }
2092 }
2093
2094 bool joinAllowed(entity this)
2095 {
2096         if (CS(this).version_mismatch) return false;
2097         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2098         if (!nJoinAllowed(this, this)) return false;
2099         if (teamplay && lockteams) return false;
2100         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2101         if (ShowTeamSelection(this)) return false;
2102         return true;
2103 }
2104
2105 .string shootfromfixedorigin;
2106 .bool dualwielding_prev;
2107 bool PlayerThink(entity this)
2108 {
2109         if (game_stopped || intermission_running) {
2110                 this.modelflags &= ~MF_ROCKET;
2111                 if(intermission_running)
2112                         IntermissionThink(this);
2113                 return false;
2114         }
2115
2116         if (timeout_status == TIMEOUT_ACTIVE) {
2117                 // don't allow the player to turn around while game is paused
2118                 // FIXME turn this into CSQC stuff
2119                 this.v_angle = this.lastV_angle;
2120                 this.angles = this.lastV_angle;
2121                 this.fixangle = true;
2122         }
2123
2124         if (frametime) player_powerups(this);
2125
2126         if (IS_DEAD(this)) {
2127                 if (this.personal && g_race_qualifying) {
2128                         if (time > this.respawn_time) {
2129                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2130                                 respawn(this);
2131                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2132                         }
2133                 } else {
2134                         if (frametime) player_anim(this);
2135
2136                         if (this.respawn_flags & RESPAWN_DENY)
2137                         {
2138                                 STAT(RESPAWN_TIME, this) = 0;
2139                                 return false;
2140                         }
2141
2142                         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));
2143
2144                         switch(this.deadflag)
2145                         {
2146                                 case DEAD_DYING:
2147                                 {
2148                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2149                                                 this.deadflag = DEAD_RESPAWNING;
2150                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2151                                                 this.deadflag = DEAD_DEAD;
2152                                         break;
2153                                 }
2154                                 case DEAD_DEAD:
2155                                 {
2156                                         if (button_pressed)
2157                                                 this.deadflag = DEAD_RESPAWNABLE;
2158                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2159                                                 this.deadflag = DEAD_RESPAWNING;
2160                                         break;
2161                                 }
2162                                 case DEAD_RESPAWNABLE:
2163                                 {
2164                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2165                                                 this.deadflag = DEAD_RESPAWNING;
2166                                         break;
2167                                 }
2168                                 case DEAD_RESPAWNING:
2169                                 {
2170                                         if (time > this.respawn_time)
2171                                         {
2172                                                 this.respawn_time = time + 1; // only retry once a second
2173                                                 this.respawn_time_max = this.respawn_time;
2174                                                 respawn(this);
2175                                         }
2176                                         break;
2177                                 }
2178                         }
2179
2180                         ShowRespawnCountdown(this);
2181
2182                         if (this.respawn_flags & RESPAWN_SILENT)
2183                                 STAT(RESPAWN_TIME, this) = 0;
2184                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2185                         {
2186                                 if (time < this.respawn_time)
2187                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2188                                 else if (this.deadflag != DEAD_RESPAWNING)
2189                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2190                         }
2191                         else
2192                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2193                 }
2194
2195                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2196                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2197                         STAT(RESPAWN_TIME, this) *= -1;
2198
2199                 return false;
2200         }
2201
2202         FixPlayermodel(this);
2203
2204         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2205                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2206                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2207         }
2208
2209         // reset gun alignment when dual wielding status changes
2210         // to ensure guns are always aligned right and left
2211         bool dualwielding = W_DualWielding(this);
2212         if(this.dualwielding_prev != dualwielding)
2213         {
2214                 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2215                 this.dualwielding_prev = dualwielding;
2216         }
2217
2218         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2219         //if(frametime)
2220         {
2221                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2222                 {
2223                         .entity weaponentity = weaponentities[slot];
2224                         if(WEP_CVAR(vortex, charge_always))
2225                                 W_Vortex_Charge(this, weaponentity, frametime);
2226                         W_WeaponFrame(this, weaponentity);
2227                 }
2228         }
2229
2230         if (frametime)
2231         {
2232                 // WEAPONTODO: Add a weapon request for this
2233                 // rot vortex charge to the charge limit
2234                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2235                 {
2236                         .entity weaponentity = weaponentities[slot];
2237                         if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2238                                 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2239                 }
2240
2241                 player_regen(this);
2242                 player_anim(this);
2243                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2244         }
2245
2246         monsters_setstatus(this);
2247
2248         return true;
2249 }
2250
2251 .bool would_spectate;
2252 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2253 void ObserverOrSpectatorThink(entity this)
2254 {
2255         bool is_spec = IS_SPEC(this);
2256         if ( CS(this).impulse )
2257         {
2258                 int r = MinigameImpulse(this, CS(this).impulse);
2259                 if (!is_spec || r)
2260                         CS(this).impulse = 0;
2261
2262                 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2263                 {
2264                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2265                         CS(this).impulse = 0;
2266                         return;
2267                 }
2268         }
2269
2270         if (this.flags & FL_JUMPRELEASED) {
2271                 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2272                         this.flags &= ~FL_JUMPRELEASED;
2273                         this.flags |= FL_SPAWNING;
2274                 } else if((is_spec && (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)))
2275                         || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2276                         this.flags &= ~FL_JUMPRELEASED;
2277                         if(SpectateNext(this)) {
2278                                 TRANSMUTE(Spectator, this);
2279                         } else if (is_spec) {
2280                                 TRANSMUTE(Observer, this);
2281                                 PutClientInServer(this);
2282                         }
2283                         else
2284                                 this.would_spectate = false; // unable to spectate anyone
2285                         if (is_spec)
2286                                 CS(this).impulse = 0;
2287                 } else if (is_spec) {
2288                         if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2289                                 this.flags &= ~FL_JUMPRELEASED;
2290                                 if(SpectatePrev(this)) {
2291                                         TRANSMUTE(Spectator, this);
2292                                 } else {
2293                                         TRANSMUTE(Observer, this);
2294                                         PutClientInServer(this);
2295                                 }
2296                                 CS(this).impulse = 0;
2297                         } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2298                                 this.would_spectate = false;
2299                                 this.flags &= ~FL_JUMPRELEASED;
2300                                 TRANSMUTE(Observer, this);
2301                                 PutClientInServer(this);
2302                         } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2303                                 PutObserverInServer(this, false);
2304                                 this.would_spectate = true;
2305                         }
2306                 }
2307                 else {
2308                         bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2309                         if (PHYS_INPUT_BUTTON_USE(this))
2310                                 wouldclip = !wouldclip;
2311                         int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2312                         set_movetype(this, preferred_movetype);
2313                 }
2314         } else { // jump pressed
2315                 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2316                         || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2317                         this.flags |= FL_JUMPRELEASED;
2318                         if(this.flags & FL_SPAWNING)
2319                         {
2320                                 this.flags &= ~FL_SPAWNING;
2321                                 if(joinAllowed(this))
2322                                         Join(this);
2323                                 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2324                                         CS(this).autojoin_checked = -1;
2325                                 return;
2326                         }
2327                 }
2328                 if(is_spec && !SpectateUpdate(this))
2329                         PutObserverInServer(this, false);
2330         }
2331         if (is_spec)
2332                 this.flags |= FL_CLIENT | FL_NOTARGET;
2333 }
2334
2335 void PlayerUseKey(entity this)
2336 {
2337         if (!IS_PLAYER(this))
2338                 return;
2339
2340         if(this.vehicle)
2341         {
2342                 if(!game_stopped)
2343                 {
2344                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2345                         return;
2346                 }
2347         }
2348         else if(autocvar_g_vehicles_enter)
2349         {
2350                 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2351                 {
2352                         entity head, closest_target = NULL;
2353                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2354
2355                         while(head) // find the closest acceptable target to enter
2356                         {
2357                                 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2358                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2359                                 {
2360                                         if(closest_target)
2361                                         {
2362                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2363                                                 { closest_target = head; }
2364                                         }
2365                                         else { closest_target = head; }
2366                                 }
2367
2368                                 head = head.chain;
2369                         }
2370
2371                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2372                 }
2373         }
2374
2375         // a use key was pressed; call handlers
2376         MUTATOR_CALLHOOK(PlayerUseKey, this);
2377 }
2378
2379
2380 /*
2381 =============
2382 PlayerPreThink
2383
2384 Called every frame for each client before the physics are run
2385 =============
2386 */
2387 .float last_vehiclecheck;
2388 void PlayerPreThink (entity this)
2389 {
2390         STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2391         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2392
2393         WarpZone_PlayerPhysics_FixVAngle(this);
2394
2395         if (frametime) {
2396                 // physics frames: update anticheat stuff
2397                 anticheat_prethink(this);
2398
2399                 // WORKAROUND: only use dropclient in server frames (frametime set).
2400                 // Never use it in cl_movement frames (frametime zero).
2401                 if (blockSpectators && IS_REAL_CLIENT(this)
2402                         && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2403                         && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2404                 {
2405                         if (dropclient_schedule(this))
2406                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2407                 }
2408         }
2409
2410         zoomstate_set = false;
2411
2412         // Check for nameless players
2413         if (this.netname == "" || this.netname != CS(this).netname_previous)
2414         {
2415                 bool assume_unchanged = (CS(this).netname_previous == "");
2416                 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2417                 {
2418                         int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2419                         this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2420                         sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2421                         assume_unchanged = false;
2422                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2423                 }
2424                 if (isInvisibleString(this.netname))
2425                 {
2426                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2427                         sprint(this, "Warning: invisible names are not allowed.\n");
2428                         assume_unchanged = false;
2429                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2430                 }
2431                 if (!assume_unchanged && autocvar_sv_eventlog)
2432                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2433                 strcpy(CS(this).netname_previous, this.netname);
2434         }
2435
2436         // version nagging
2437         if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2438         CS(this).version_nagtime = 0;
2439         if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2440             // git client
2441         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2442             // git server
2443             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2444         } else {
2445             int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2446             if (r < 0) { // old client
2447                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2448             } else if (r > 0) { // old server
2449                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2450             }
2451         }
2452     }
2453
2454         // GOD MODE info
2455         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2456         {
2457                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2458                 this.max_armorvalue = 0;
2459         }
2460
2461         if (frametime && IS_PLAYER(this) && time >= game_starttime)
2462         {
2463                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2464                 {
2465                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2466                         SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2467                         if (this.iceblock)
2468                                 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2469
2470                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2471                                 Unfreeze(this, false);
2472                 }
2473                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2474                 {
2475                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2476                         SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2477
2478                         if (GetResource(this, RES_HEALTH) < 1)
2479                         {
2480                                 if (this.vehicle)
2481                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2482                                 if(this.event_damage)
2483                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2484                         }
2485                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2486                                 Unfreeze(this, false);
2487                 }
2488         }
2489
2490         MUTATOR_CALLHOOK(PlayerPreThink, this);
2491
2492         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2493         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2494         {
2495                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2496                 {
2497                         if(!it.owner)
2498                         {
2499                                 if(!it.team || SAME_TEAM(this, it))
2500                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2501                                 else if(autocvar_g_vehicles_steal)
2502                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2503                         }
2504                         else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2505                         {
2506                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2507                         }
2508                 });
2509
2510                 this.last_vehiclecheck = time + 1;
2511         }
2512
2513         if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2514                 PlayerUseKey(this);
2515         CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2516
2517         if (IS_REAL_CLIENT(this))
2518                 PrintWelcomeMessage(this);
2519
2520         if (IS_PLAYER(this)) {
2521                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2522                         error("Client can't be spawned as player on connection!");
2523                 if(!PlayerThink(this))
2524                         return;
2525         }
2526         else if (game_stopped || intermission_running) {
2527                 if(intermission_running)
2528                         IntermissionThink(this);
2529                 return;
2530         }
2531         else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2532         {
2533                 bool early_join_requested = (CS(this).autojoin_checked < 0);
2534                 CS(this).autojoin_checked = 1;
2535                 // don't do this in ClientConnect
2536                 // many things can go wrong if a client is spawned as player on connection
2537                 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2538                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2539                                 && (!teamplay || autocvar_g_balance_teams)))
2540                 {
2541                         campaign_bots_may_start = true;
2542                         if(joinAllowed(this))
2543                                 Join(this);
2544                         return;
2545                 }
2546         }
2547         else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2548                 ObserverOrSpectatorThink(this);
2549         }
2550
2551         // WEAPONTODO: Add weapon request for this
2552         if (!zoomstate_set) {
2553                 bool wep_zoomed = false;
2554                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2555                 {
2556                         .entity weaponentity = weaponentities[slot];
2557                         Weapon thiswep = this.(weaponentity).m_weapon;
2558                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2559                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2560                 }
2561                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2562         }
2563
2564         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2565         {
2566                 CS(this).teamkill_soundtime = 0;
2567
2568                 entity e = CS(this).teamkill_soundsource;
2569                 entity oldpusher = e.pusher;
2570                 e.pusher = this;
2571                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2572                 e.pusher = oldpusher;
2573         }
2574
2575         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2576                 CS(this).taunt_soundtime = 0;
2577                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2578         }
2579
2580         target_voicescript_next(this);
2581 }
2582
2583 void DrownPlayer(entity this)
2584 {
2585         if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2586                 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2587         {
2588                 STAT(AIR_FINISHED, this) = 0;
2589                 return;
2590         }
2591
2592         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2593         {
2594                 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2595                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2596                 STAT(AIR_FINISHED, this) = 0;
2597         }
2598         else
2599         {
2600                 if (!STAT(AIR_FINISHED, this))
2601                         STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2602                 if (STAT(AIR_FINISHED, this) < time)
2603                 {       // drown!
2604                         if (this.pain_finished < time)
2605                         {
2606                                 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');
2607                                 this.pain_finished = time + 0.5;
2608                         }
2609                 }
2610         }
2611 }
2612
2613 .bool move_qcphysics;
2614
2615 void Player_Physics(entity this)
2616 {
2617         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2618
2619         if(!this.move_qcphysics)
2620                 return;
2621
2622         if(!frametime && !CS(this).pm_frametime)
2623                 return;
2624
2625         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2626
2627         CS(this).pm_frametime = 0;
2628 }
2629
2630 /*
2631 =============
2632 PlayerPostThink
2633
2634 Called every frame for each client after the physics are run
2635 =============
2636 */
2637 void PlayerPostThink (entity this)
2638 {
2639         Player_Physics(this);
2640
2641         if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2642         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2643         if (IS_REAL_CLIENT(this))
2644         if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2645         if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2646         {
2647                 int totalClients = 0;
2648                 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2649                 {
2650                         // maxidle disabled in local matches by not counting clients (totalClients 0)
2651                         if (server_is_dedicated)
2652                         {
2653                                 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2654                                 {
2655                                         ++totalClients;
2656                                 });
2657                                 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2658                                         totalClients = 0;
2659                         }
2660                 }
2661                 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2662                 {
2663                         FOREACH_CLIENT(IS_REAL_CLIENT(it),
2664                         {
2665                                 ++totalClients;
2666                         });
2667                 }
2668
2669                 if (totalClients < autocvar_sv_maxidle_minplayers)
2670                 {
2671                         // idle kick disabled
2672                         CS(this).parm_idlesince = time;
2673                 }
2674                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2675                 {
2676                         if (CS(this).idlekick_lasttimeleft)
2677                         {
2678                                 CS(this).idlekick_lasttimeleft = 0;
2679                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2680                         }
2681                 }
2682                 else
2683                 {
2684                         float maxidle_time = autocvar_sv_maxidle;
2685                         if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2686                                 maxidle_time = autocvar_sv_maxidle_playertospectator;
2687                         float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2688                         float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2689                         if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2690                         {
2691                                 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2692                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2693                                 else
2694                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2695                         }
2696                         if (timeleft <= 0) {
2697                                 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2698                                 {
2699                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2700                                         PutObserverInServer(this, true);
2701                                 }
2702                                 else
2703                                 {
2704                                         if (dropclient_schedule(this))
2705                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2706                                 }
2707                                 return;
2708                         }
2709                         else if (timeleft <= countdown_time) {
2710                                 if (timeleft != CS(this).idlekick_lasttimeleft)
2711                                         play2(this, SND(TALK2));
2712                                 CS(this).idlekick_lasttimeleft = timeleft;
2713                         }
2714                 }
2715         }
2716
2717         CheatFrame(this);
2718
2719         if (game_stopped)
2720         {
2721                 this.solid = SOLID_NOT;
2722                 this.takedamage = DAMAGE_NO;
2723                 set_movetype(this, MOVETYPE_NONE);
2724                 CS(this).teamkill_complain = 0;
2725                 CS(this).teamkill_soundtime = 0;
2726                 CS(this).teamkill_soundsource = NULL;
2727         }
2728
2729         if (IS_PLAYER(this)) {
2730                 if(this.death_time == time && IS_DEAD(this))
2731                 {
2732                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2733                         // once all the damage events of this frame have been processed with normal size
2734                         this.maxs.z = 5;
2735                         setsize(this, this.mins, this.maxs);
2736                 }
2737                 DrownPlayer(this);
2738                 UpdateChatBubble(this);
2739                 if (CS(this).impulse) ImpulseCommands(this);
2740                 GetPressedKeys(this);
2741                 if (game_stopped)
2742                 {
2743                         CSQCMODEL_AUTOUPDATE(this);
2744                         return;
2745                 }
2746         }
2747         else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2748         {
2749                 CS(this).pressedkeys = 0;
2750                 STAT(PRESSED_KEYS, this) = 0;
2751         }
2752
2753         if (this.waypointsprite_attachedforcarrier) {
2754                 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2755                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2756         }
2757
2758         CSQCMODEL_AUTOUPDATE(this);
2759 }
2760
2761 // hack to copy the button fields from the client entity to the Client State
2762 void PM_UpdateButtons(entity this, entity store)
2763 {
2764         if(this.impulse)
2765                 store.impulse = this.impulse;
2766         this.impulse = 0;
2767
2768         bool typing = this.buttonchat || this.button12;
2769
2770         store.button0 = (typing) ? 0 : this.button0;
2771         //button1?!
2772         store.button2 = (typing) ? 0 : this.button2;
2773         store.button3 = (typing) ? 0 : this.button3;
2774         store.button4 = this.button4;
2775         store.button5 = (typing) ? 0 : this.button5;
2776         store.button6 = this.button6;
2777         store.button7 = this.button7;
2778         store.button8 = this.button8;
2779         store.button9 = this.button9;
2780         store.button10 = this.button10;
2781         store.button11 = this.button11;
2782         store.button12 = this.button12;
2783         store.button13 = this.button13;
2784         store.button14 = this.button14;
2785         store.button15 = this.button15;
2786         store.button16 = this.button16;
2787         store.buttonuse = this.buttonuse;
2788         store.buttonchat = this.buttonchat;
2789
2790         store.cursor_active = this.cursor_active;
2791         store.cursor_screen = this.cursor_screen;
2792         store.cursor_trace_start = this.cursor_trace_start;
2793         store.cursor_trace_endpos = this.cursor_trace_endpos;
2794         store.cursor_trace_ent = this.cursor_trace_ent;
2795
2796         store.ping = this.ping;
2797         store.ping_packetloss = this.ping_packetloss;
2798         store.ping_movementloss = this.ping_movementloss;
2799
2800         store.v_angle = this.v_angle;
2801         store.movement = this.movement;
2802 }
2803
2804 NET_HANDLE(fpsreport, bool)
2805 {
2806         int fps = ReadShort();
2807         PlayerScore_Set(sender, SP_FPS, fps);
2808         return true;
2809 }