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