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