]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
Merge branch 'terencehill/lms_itemtimes_fix' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index 8f1e3e9be84c1c7840bc09784ac1269f56a3d088..d211e0f384347a562839778a2a91e7870820aee5 100644 (file)
@@ -3,7 +3,6 @@
 #include "anticheat.qh"
 #include "cl_impulse.qh"
 #include "cl_player.qh"
-#include "ent_cs.qh"
 #include "ipban.qh"
 #include "miscfunctions.qh"
 #include "portals.qh"
 #include "bot/bot.qh"
 #include "bot/navigation.qh"
 
-#include "../common/vehicles/all.qh"
+#include "../common/ent_cs.qh"
+#include "../common/state.qh"
+
 #include "../common/triggers/teleporters.qh"
 
+#include "../common/vehicles/all.qh"
+
 #include "weapons/hitplot.qh"
 #include "weapons/weaponsystem.qh"
 
 #include "../common/net_notice.qh"
-#include "../common/physics.qh"
+#include "../common/physics/player.qh"
 
 #include "../common/items/all.qc"
 
 
 
 void send_CSQC_teamnagger() {
-       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
-       WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
+       WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
 }
 
 bool ClientData_Send(entity this, entity to, int sf)
 {
-       if(to != self.owner)
-       {
-               error("wtf");
-               return false;
-       }
-
-       entity e;
+       assert(to == this.owner, return false);
 
-       e = to;
-       if(IS_SPEC(to))
-               e = to.enemy;
+       entity e = to;
+       if (IS_SPEC(e)) e = e.enemy;
 
        sf = 0;
+       if (e.race_completed)       sf |= 1; // forced scoreboard
+       if (to.spectatee_status)    sf |= 2; // spectator ent number follows
+       if (e.zoomstate)            sf |= 4; // zoomed
+       if (e.porto_v_angle_held)   sf |= 8; // angles held
 
-       if(e.race_completed)
-               sf |= 1; // forced scoreboard
-       if(to.spectatee_status)
-               sf |= 2; // spectator ent number follows
-       if(e.zoomstate)
-               sf |= 4; // zoomed
-       if(e.porto_v_angle_held)
-               sf |= 8; // angles held
-
-       WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
        WriteByte(MSG_ENTITY, sf);
 
-       if(sf & 2)
+       if (sf & 2)
+       {
                WriteByte(MSG_ENTITY, to.spectatee_status);
-
-       if(sf & 8)
+       }
+       if (sf & 8)
        {
                WriteAngle(MSG_ENTITY, e.v_angle.x);
                WriteAngle(MSG_ENTITY, e.v_angle.y);
        }
-
        return true;
 }
 
-void ClientData_Attach()
-{SELFPARAM();
+void ClientData_Attach(entity this)
+{
        Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
        make_pure(this.clientdata);
        self.clientdata.drawonlytoclient = this;
        self.clientdata.owner = this;
 }
 
-void ClientData_Detach()
-{SELFPARAM();
-       remove(self.clientdata);
-       self.clientdata = world;
+void ClientData_Detach(entity this)
+{
+       remove(this.clientdata);
+       self.clientdata = NULL;
 }
 
 void ClientData_Touch(entity e)
@@ -113,14 +103,7 @@ void ClientData_Touch(entity e)
        e.clientdata.SendFlags = 1;
 
        // make it spectatable
-       entity e2;
-       FOR_EACH_REALCLIENT(e2)
-       {
-               if(e2 != e)
-                       if(IS_SPEC(e2))
-                               if(e2.enemy == e)
-                                       e2.clientdata.SendFlags = 1;
-       }
+       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
 }
 
 .string netname_previous;
@@ -176,7 +159,6 @@ void setplayermodel(entity e, string modelname)
        precache_model(modelname);
        _setmodel(e, modelname);
        player_setupanimsformodel();
-       UpdatePlayerSounds();
 }
 
 /*
@@ -188,7 +170,9 @@ putting a client as observer in the server
 */
 void FixPlayermodel(entity player);
 void PutObserverInServer()
-{SELFPARAM();
+{
+       SELFPARAM();
+       PlayerState_detach(this);
        entity  spot;
     self.hud = HUD_NORMAL;
 
@@ -225,7 +209,7 @@ void PutObserverInServer()
        if(self.vehicle)
                vehicles_exit(VHEF_RELEASE);
 
-       WaypointSprite_PlayerDead();
+       WaypointSprite_PlayerDead(self);
 
        if(!mutator_returnvalue)  // mutator prevents resetting teams
                self.team = -1;  // move this as it is needed to log the player spectating in eventlog
@@ -289,7 +273,7 @@ void PutObserverInServer()
        self.crouch = false;
        self.revival_time = 0;
 
-       setorigin (self, (spot.origin + PL_VIEW_OFS)); // offset it so that the spectator spawns higher off the ground, looks better this way
+       setorigin (self, (spot.origin + STAT(PL_VIEW_OFS, NULL))); // offset it so that the spectator spawns higher off the ground, looks better this way
        self.prevorigin = self.origin;
        self.items = 0;
        self.weapons = '0 0 0';
@@ -298,16 +282,16 @@ void PutObserverInServer()
        setmodel(self, MDL_Null);
        self.drawonlytoclient = self;
 
-       setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
+       setsize (self, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL)); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
        self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
 
-       self.weapon = 0;
+       PS(self).m_weapon = WEP_Null;
        self.weaponname = "";
-       self.switchingweapon = 0;
+       PS(self).m_switchingweapon = WEP_Null;
        self.weaponmodel = "";
        for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
-               self.weaponentity[slot] = NULL;
+               self.weaponentities[slot] = NULL;
        }
        self.exteriorweaponentity = world;
        self.killcount = FRAGS_SPECTATOR;
@@ -320,6 +304,15 @@ void PutObserverInServer()
        self.event_damage = func_null;
 }
 
+int player_getspecies(entity this)
+{
+       get_model_parameters(this.model, this.skin);
+       int s = get_model_parameters_species;
+       get_model_parameters(string_null, 0);
+       if (s < 0) return SPECIES_HUMAN;
+       return s;
+}
+
 .float model_randomizer;
 void FixPlayermodel(entity player)
 {
@@ -396,8 +389,7 @@ void FixPlayermodel(entity player)
 
        if(chmdl || oldskin != player.skin) // model or skin has changed
        {
-               player.species = player_getspecies(); // update species
-               UpdatePlayerSounds(); // update skin sounds
+               player.species = player_getspecies(player); // update species
        }
 
        if(!teamplay)
@@ -432,6 +424,7 @@ void PutClientInServer()
        if (IS_OBSERVER(this)) {
                PutObserverInServer();
        } else if (IS_PLAYER(this)) {
+               PlayerState_attach(this);
                accuracy_resend(this);
 
                if (this.team < 0)
@@ -549,8 +542,8 @@ void PutClientInServer()
                this.drawonlytoclient = NULL;
 
                this.crouch = false;
-               this.view_ofs = PL_VIEW_OFS;
-               setsize(this, PL_MIN, PL_MAX);
+               this.view_ofs = STAT(PL_VIEW_OFS, NULL);
+               setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
                this.spawnorigin = spot.origin;
                setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
                // don't reset back to last position, even if new position is stuck in solid
@@ -564,8 +557,6 @@ void PutClientInServer()
                this.bot_attack = true;
                this.monster_attack = true;
 
-               this.spider_slowness = 0;
-
                this.BUTTON_ATCK = this.BUTTON_JUMP = this.BUTTON_ATCK2 = false;
 
                if (this.killcount == FRAGS_SPECTATOR) {
@@ -575,7 +566,7 @@ void PutClientInServer()
 
                for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
-                       CL_SpawnWeaponentity(this, slot);
+                       CL_SpawnWeaponentity(this, weaponentities[slot]);
                }
                this.alpha = default_player_alpha;
                this.colormod = '1 1 1' * autocvar_g_player_brightness;
@@ -613,11 +604,11 @@ void PutClientInServer()
                        remove(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
                }
 
-               this.switchweapon = w_getbestweapon(this);
+               PS(this).m_switchweapon = w_getbestweapon(this);
                this.cnt = -1; // W_LastWeapon will not complain
-               this.weapon = 0;
+               PS(this).m_weapon = WEP_Null;
                this.weaponname = "";
-               this.switchingweapon = 0;
+               PS(this).m_switchingweapon = WEP_Null;
 
                if (!warmup_stage && !this.alivetime)
                        this.alivetime = time;
@@ -626,41 +617,44 @@ void PutClientInServer()
        }
 }
 
+void ClientInit_misc();
+
 .float ebouncefactor, ebouncestop; // electro's values
 // TODO do we need all these fields, or should we stop autodetecting runtime
 // changes and just have a console command to update this?
 bool ClientInit_SendEntity(entity this, entity to, int sf)
 {
-       WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
-       WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
-       WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
-       WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
-       WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
-       WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
-       WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
-       WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
-       WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
-       WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
+       WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
+       return = true;
+       msg_entity = to;
+       // MSG_INIT replacement
+       // TODO: make easier to use
+       Registry_send_all();
+       W_PROP_reload(MSG_ONE, to);
+       ClientInit_misc();
+       MUTATOR_CALLHOOK(Ent_Init);
+}
+void ClientInit_misc()
+{
+       int channel = MSG_ONE;
+       WriteHeader(channel, ENT_CLIENT_INIT);
+       WriteByte(channel, g_nexball_meter_period * 32);
+       WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
+       WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
+       WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
+       WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
+       WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
+       WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
+       WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
+       WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
 
        if(sv_foginterval && world.fog != "")
-               WriteString(MSG_ENTITY, world.fog);
+               WriteString(channel, world.fog);
        else
-               WriteString(MSG_ENTITY, "");
-       WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
-       WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
-       WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
-       WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
-       WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
-       WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
-       WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
-       WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
-       WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
-       WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
-       WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
-       WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
-
-       MUTATOR_CALLHOOK(Ent_Init);
-       return true;
+               WriteString(channel, "");
+       WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
+       WriteByte(channel, serverflags); // client has to know if it should zoom or not
+       WriteCoord(channel, autocvar_g_trueaim_minrange);
 }
 
 void ClientInit_CheckUpdate()
@@ -671,26 +665,6 @@ void ClientInit_CheckUpdate()
                self.count = autocvar_g_balance_armor_blockpercent;
                self.SendFlags |= 1;
        }
-       if(self.bouncefactor != autocvar_g_balance_mortar_bouncefactor) // WEAPONTODO
-       {
-               self.bouncefactor = autocvar_g_balance_mortar_bouncefactor;
-               self.SendFlags |= 1;
-       }
-       if(self.bouncestop != autocvar_g_balance_mortar_bouncestop)
-       {
-               self.bouncestop = autocvar_g_balance_mortar_bouncestop;
-               self.SendFlags |= 1;
-       }
-       if(self.ebouncefactor != autocvar_g_balance_electro_secondary_bouncefactor)
-       {
-               self.ebouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
-               self.SendFlags |= 1;
-       }
-       if(self.ebouncestop != autocvar_g_balance_electro_secondary_bouncestop)
-       {
-               self.ebouncestop = autocvar_g_balance_electro_secondary_bouncestop;
-               self.SendFlags |= 1;
-       }
 }
 
 void ClientInit_Spawn()
@@ -709,7 +683,7 @@ void ClientInit_Spawn()
 SetNewParms
 =============
 */
-void SetNewParms (void)
+void SetNewParms ()
 {
        // initialize parms for a new player
        parm1 = -(86400 * 366);
@@ -722,7 +696,7 @@ void SetNewParms (void)
 SetChangeParms
 =============
 */
-void SetChangeParms (void)
+void SetChangeParms ()
 {SELFPARAM();
        // save parms for level change
        parm1 = self.parm_idlesince - time;
@@ -735,15 +709,15 @@ void SetChangeParms (void)
 DecodeLevelParms
 =============
 */
-void DecodeLevelParms (void)
-{SELFPARAM();
+void DecodeLevelParms(entity this)
+{
        // load parms
-       self.parm_idlesince = parm1;
-       if(self.parm_idlesince == -(86400 * 366))
-               self.parm_idlesince = time;
+       this.parm_idlesince = parm1;
+       if (this.parm_idlesince == -(86400 * 366))
+               this.parm_idlesince = time;
 
        // whatever happens, allow 60 seconds of idling directly after connect for map loading
-       self.parm_idlesince = max(self.parm_idlesince, time - sv_maxidle + 60);
+       this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
 
        MUTATOR_CALLHOOK(DecodeLevelParms);
 }
@@ -757,21 +731,21 @@ Called when a client types 'kill' in the console
 */
 
 .float clientkill_nexttime;
-void ClientKill_Now_TeamChange()
-{SELFPARAM();
-       if(self.killindicator_teamchange == -1)
+void ClientKill_Now_TeamChange(entity this)
+{
+       if(this.killindicator_teamchange == -1)
        {
-               JoinBestTeam( self, false, true );
+               JoinBestTeam( this, false, true );
        }
-       else if(self.killindicator_teamchange == -2)
+       else if(this.killindicator_teamchange == -2)
        {
                if(blockSpectators)
-                       Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
-               PutObserverInServer();
+                       Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
+               WITH(entity, self, this, PutObserverInServer());
        }
        else
-               SV_ChangeTeam(self.killindicator_teamchange - 1);
-       self.killindicator_teamchange = 0;
+               WITH(entity, self, this, SV_ChangeTeam(this.killindicator_teamchange - 1));
+       this.killindicator_teamchange = 0;
 }
 
 void ClientKill_Now()
@@ -792,7 +766,7 @@ void ClientKill_Now()
        self.killindicator = world;
 
        if(self.killindicator_teamchange)
-               ClientKill_Now_TeamChange();
+               ClientKill_Now_TeamChange(self);
 
        if(IS_PLAYER(self))
                Damage(self, self, self, 100000, DEATH_KILL.m_id, self.origin, '0 0 0');
@@ -861,13 +835,13 @@ void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2
 
     if(!self.killindicator)
        {
-               if(self.deadflag == DEAD_NO)
+               if(!IS_DEAD(self))
                {
                        killtime = max(killtime, self.clientkill_nexttime - time);
                        self.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
                }
 
-               if(killtime <= 0 || !IS_PLAYER(self) || self.deadflag != DEAD_NO)
+               if(killtime <= 0 || !IS_PLAYER(self) || IS_DEAD(self))
                {
                        ClientKill_Now();
                }
@@ -938,11 +912,11 @@ void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2
 
 }
 
-void ClientKill (void)
+void ClientKill ()
 {SELFPARAM();
        if(gameover) return;
        if(self.player_blocked) return;
-       if(self.frozen) return;
+       if(STAT(FROZEN, self)) return;
 
        ClientKill_TeamChange(0);
 }
@@ -955,6 +929,8 @@ void FixClientCvars(entity e)
                stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
        if(autocvar_sv_gentle)
                stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
+
+       MUTATOR_CALLHOOK(FixClientCvars, e);
 }
 
 float PlayerInIDList(entity p, string idlist)
@@ -986,235 +962,201 @@ ClientPreConnect
 Called once (not at each match start) when a client begins a connection to the server
 =============
 */
-void ClientPreConnect (void)
+void ClientPreConnect ()
 {SELFPARAM();
        if(autocvar_sv_eventlog)
        {
                GameLogEcho(sprintf(":connect:%d:%d:%s",
                        self.playerid,
-                       num_for_edict(self),
+                       etof(self),
                        ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
                ));
        }
 }
 #endif
 
-/*
+/**
 =============
 ClientConnect
 
 Called when a client connects to the server
 =============
 */
-void DecodeLevelParms (void);
-void ClientConnect (void)
-{SELFPARAM();
-       float t;
-
-       if(IS_CLIENT(self))
-       {
-               LOG_INFO("Warning: ClientConnect, but already connected!\n");
-               return;
-       }
-
-       if(Ban_MaybeEnforceBanOnce(self))
-               return;
-
-       DecodeLevelParms();
+void ClientConnect()
+{
+       SELFPARAM();
+       if (Ban_MaybeEnforceBanOnce(this)) return;
+       assert(!IS_CLIENT(this), return);
+       assert(player_count >= 0, player_count = 0);
+       this.classname = "player_joining";
+       this.flags = FL_CLIENT;
 
 #ifdef WATERMARK
-       Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_WATERMARK, WATERMARK);
+       Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
 #endif
+       this.version_nagtime = time + 10 + random() * 10;
 
-       self.classname = "player_joining";
-
-       self.flags = FL_CLIENT;
-       self.version_nagtime = time + 10 + random() * 10;
-
-       if(player_count<0)
-       {
-               LOG_TRACE("BUG player count is lower than zero, this cannot happen!\n");
-               player_count = 0;
-       }
-
-       if(IS_REAL_CLIENT(self)) { PlayerStats_PlayerBasic_CheckUpdate(self); }
+       // TODO: xonstat elo.txt support, until then just 404s
+       if (false && IS_REAL_CLIENT(this)) { PlayerStats_PlayerBasic_CheckUpdate(this); }
 
-       PlayerScore_Attach(self);
-       ClientData_Attach();
-       accuracy_init(self);
-       Inventory_new(self);
+       ClientState_attach(this);
+       // TODO: fold all of these into ClientState
+       DecodeLevelParms(this);
+       PlayerScore_Attach(this);
+       ClientData_Attach(this);
+       accuracy_init(this);
+       Inventory_new(this);
+       playerdemo_init(this);
+       anticheat_init(this);
+       entcs_attach(this);
+       W_HitPlotOpen(this);
 
-       bot_clientconnect();
-
-       playerdemo_init();
-
-       anticheat_init();
+       bot_clientconnect(this);
 
        // identify the right forced team
-       if(autocvar_g_campaign)
+       if (autocvar_g_campaign)
        {
-               if(IS_REAL_CLIENT(self)) // only players, not bots
+               if (IS_REAL_CLIENT(this)) // only players, not bots
                {
-                       switch(autocvar_g_campaign_forceteam)
+                       switch (autocvar_g_campaign_forceteam)
                        {
-                               case 1: self.team_forced = NUM_TEAM_1; break;
-                               case 2: self.team_forced = NUM_TEAM_2; break;
-                               case 3: self.team_forced = NUM_TEAM_3; break;
-                               case 4: self.team_forced = NUM_TEAM_4; break;
-                               default: self.team_forced = 0;
+                               case 1: this.team_forced = NUM_TEAM_1; break;
+                               case 2: this.team_forced = NUM_TEAM_2; break;
+                               case 3: this.team_forced = NUM_TEAM_3; break;
+                               case 4: this.team_forced = NUM_TEAM_4; break;
+                               default: this.team_forced = 0;
                        }
                }
        }
-       else if(PlayerInIDList(self, autocvar_g_forced_team_red))
-               self.team_forced = NUM_TEAM_1;
-       else if(PlayerInIDList(self, autocvar_g_forced_team_blue))
-               self.team_forced = NUM_TEAM_2;
-       else if(PlayerInIDList(self, autocvar_g_forced_team_yellow))
-               self.team_forced = NUM_TEAM_3;
-       else if(PlayerInIDList(self, autocvar_g_forced_team_pink))
-               self.team_forced = NUM_TEAM_4;
-       else if(autocvar_g_forced_team_otherwise == "red")
-               self.team_forced = NUM_TEAM_1;
-       else if(autocvar_g_forced_team_otherwise == "blue")
-               self.team_forced = NUM_TEAM_2;
-       else if(autocvar_g_forced_team_otherwise == "yellow")
-               self.team_forced = NUM_TEAM_3;
-       else if(autocvar_g_forced_team_otherwise == "pink")
-               self.team_forced = NUM_TEAM_4;
-       else if(autocvar_g_forced_team_otherwise == "spectate")
-               self.team_forced = -1;
-       else if(autocvar_g_forced_team_otherwise == "spectator")
-               self.team_forced = -1;
-       else
-               self.team_forced = 0;
-
-       if(!teamplay)
-               if(self.team_forced > 0)
-                       self.team_forced = 0;
+       else if (PlayerInIDList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
+       else if (PlayerInIDList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
+       else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
+       else if (PlayerInIDList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
+       else switch (autocvar_g_forced_team_otherwise)
+       {
+               default: this.team_forced = 0; break;
+               case "red": this.team_forced = NUM_TEAM_1; break;
+               case "blue": this.team_forced = NUM_TEAM_2; break;
+               case "yellow": this.team_forced = NUM_TEAM_3; break;
+               case "pink": this.team_forced = NUM_TEAM_4; break;
+               case "spectate":
+               case "spectator":
+                       this.team_forced = -1;
+                       break;
+       }
+       if (!teamplay && this.team_forced > 0) this.team_forced = 0;
 
-       JoinBestTeam(self, false, false); // if the team number is valid, keep it
+       JoinBestTeam(this, false, false); // if the team number is valid, keep it
 
-       if((autocvar_sv_spectate == 1) || autocvar_g_campaign || self.team_forced < 0) {
-               self.classname = STR_OBSERVER;
+       if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
+               this.classname = STR_OBSERVER;
        } else {
-               if(teamplay)
+               if (!teamplay || autocvar_g_balance_teams)
                {
-                       if(autocvar_g_balance_teams)
-                       {
-                               self.classname = STR_PLAYER;
-                               campaign_bots_may_start = 1;
-                       }
-                       else
-                       {
-                               self.classname = STR_OBSERVER; // do it anyway
-                       }
+                       this.classname = STR_PLAYER;
+                       campaign_bots_may_start = 1;
                }
                else
                {
-                       self.classname = STR_PLAYER;
-                       campaign_bots_may_start = 1;
+                       this.classname = STR_OBSERVER; // do it anyway
                }
        }
 
-       self.playerid = (playerid_last = playerid_last + 1);
+       this.playerid = ++playerid_last;
 
-       PlayerStats_GameReport_AddEvent(sprintf("kills-%d", self.playerid));
+       PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
 
-    if(IS_BOT_CLIENT(self))
-        PlayerStats_GameReport_AddPlayer(self);
+       // always track bots, don't ask for cl_allow_uidtracking
+    if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
 
-       if(autocvar_sv_eventlog)
-               GameLogEcho(strcat(":join:", ftos(self.playerid), ":", ftos(num_for_edict(self)), ":", ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot"), ":", self.netname));
+       if (autocvar_sv_eventlog)
+               GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
 
-       LogTeamchange(self.playerid, self.team, 1);
+       LogTeamchange(this.playerid, this.team, 1);
 
-       self.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
+       this.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
 
-       self.netname_previous = strzone(self.netname);
+       this.netname_previous = strzone(this.netname);
 
-       if(IS_PLAYER(self) && teamplay)
-               Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_ENT_4(self, INFO_JOIN_CONNECT_TEAM_), self.netname);
-       else
-               Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_JOIN_CONNECT, self.netname);
-
-       stuffcmd(self, strcat(clientstuff, "\n"));
-       stuffcmd(self, "cl_particles_reloadeffects\n"); // TODO do we still need this?
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, (teamplay ? APP_TEAM_ENT_4(this, INFO_JOIN_CONNECT_TEAM_) : INFO_JOIN_CONNECT), this.netname);
 
-       FixClientCvars(self);
+       stuffcmd(this, clientstuff, "\n");
+       stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
 
-       // spawnfunc_waypoint sprites
-       WaypointSprite_InitClient(self);
+       FixClientCvars(this);
 
-       // Wazat's grappling hook
-       SetGrappleHookBindings();
+       // Grappling hook
+       stuffcmd(this, "alias +hook +button6\n");
+       stuffcmd(this, "alias -hook -button6\n");
 
        // Jetpack binds
-       stuffcmd(self, "alias +jetpack +button10\n");
-       stuffcmd(self, "alias -jetpack -button10\n");
+       stuffcmd(this, "alias +jetpack +button10\n");
+       stuffcmd(this, "alias -jetpack -button10\n");
 
        // get version info from player
-       stuffcmd(self, "cmd clientversion $gameversion\n");
+       stuffcmd(this, "cmd clientversion $gameversion\n");
 
        // get other cvars from player
        GetCvars(0);
 
        // notify about available teams
-       if(teamplay)
+       if (teamplay)
        {
-               CheckAllowedTeams(self);
-               t = 0; if(c1 >= 0) t |= 1; if(c2 >= 0) t |= 2; if(c3 >= 0) t |= 4; if(c4 >= 0) t |= 8;
-               stuffcmd(self, strcat("set _teams_available ", ftos(t), "\n"));
+               CheckAllowedTeams(this);
+               int t = 0;
+               if (c1 >= 0) t |= BIT(0);
+               if (c2 >= 0) t |= BIT(1);
+               if (c3 >= 0) t |= BIT(2);
+               if (c4 >= 0) t |= BIT(3);
+               stuffcmd(this, sprintf("set _teams_available %d\n", t));
        }
        else
-               stuffcmd(self, "set _teams_available 0\n");
-
-       attach_entcs(self);
+       {
+               stuffcmd(this, "set _teams_available 0\n");
+       }
 
        bot_relinkplayerlist();
 
-       self.spectatortime = time;
-       if(blockSpectators)
+       this.spectatortime = time;
+       if (blockSpectators)
        {
-               Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
+               Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
        }
 
-       self.jointime = time;
-       self.allowed_timeouts = autocvar_sv_timeout_number;
+       this.jointime = time;
+       this.allowed_timeouts = autocvar_sv_timeout_number;
 
-       if(IS_REAL_CLIENT(self))
+       if (IS_REAL_CLIENT(this))
        {
-               if(!autocvar_g_campaign)
+               if (!autocvar_g_campaign)
                {
-                       self.motd_actived_time = -1;
-                       Send_Notification(NOTIF_ONE_ONLY, self, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
+                       this.motd_actived_time = -1;
+                       Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage());
                }
 
-               if(autocvar_g_bugrigs || (g_weaponarena_weapons == WEPSET(TUBA)))
-                       stuffcmd(self, "cl_cmd settemp chase_active 1\n");
+               if (g_weaponarena_weapons == WEPSET(TUBA))
+                       stuffcmd(this, "cl_cmd settemp chase_active 1\n");
        }
 
-       if(!sv_foginterval && world.fog != "")
-               stuffcmd(self, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
+       if (!sv_foginterval && world.fog != "")
+               stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
 
-       W_HitPlotOpen(self);
+       if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)))
+               if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
+                       send_CSQC_teamnagger();
 
-       if(autocvar_sv_teamnagger && !(autocvar_bot_vs_human && (c3==-1 && c4==-1)) && !g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
-               send_CSQC_teamnagger();
+       CSQCMODEL_AUTOINIT(this);
 
-       CheatInitClient();
+       this.model_randomizer = random();
 
-       CSQCMODEL_AUTOINIT(self);
+       if (IS_REAL_CLIENT(this))
+               sv_notice_join(this);
 
-       self.model_randomizer = random();
-
-       if(IS_REAL_CLIENT(self))
-               sv_notice_join();
+       FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
+               WITH(entity, self, it, it.init_for_player(it));
+       });
 
-       for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
-               WITH(entity, self, e, e.init_for_player(this));
-       }
-
-       MUTATOR_CALLHOOK(ClientConnect, self);
+       MUTATOR_CALLHOOK(ClientConnect, this);
 }
 /*
 =============
@@ -1225,8 +1167,10 @@ Called when a client disconnects from the server
 */
 .entity chatbubbleentity;
 void ReadyCount();
-void ClientDisconnect (void)
-{SELFPARAM();
+void ClientDisconnect ()
+{
+       SELFPARAM();
+       ClientState_detach(this);
        if(self.vehicle)
            vehicles_exit(VHEF_RELEASE);
 
@@ -1254,7 +1198,7 @@ void ClientDisconnect (void)
 
        bot_clientdisconnect();
 
-       detach_entcs(self);
+       entcs_detach(self);
 
        if(autocvar_sv_eventlog)
                GameLogEcho(strcat(":part:", ftos(self.playerid)));
@@ -1285,7 +1229,7 @@ void ClientDisconnect (void)
 
        accuracy_free(self);
        Inventory_delete(self);
-       ClientData_Detach();
+       ClientData_Detach(this);
        PlayerScore_Detach(self);
 
        if(self.netname_previous)
@@ -1295,8 +1239,6 @@ void ClientDisconnect (void)
        if(self.weaponorder_byimpulse)
                strunzone(self.weaponorder_byimpulse);
 
-       ClearPlayerSounds();
-
        if(self.personal)
                remove(self.personal);
 
@@ -1321,7 +1263,7 @@ void ChatBubbleThink()
 
        self.mdl = "";
 
-       if ( !self.owner.deadflag && IS_PLAYER(self.owner) )
+       if ( !IS_DEAD(self.owner) && IS_PLAYER(self.owner) )
        {
                if ( self.owner.active_minigame )
                        self.mdl = "models/sprites/minigame_busy.iqm";
@@ -1373,7 +1315,7 @@ void UpdateChatBubble()
        else self.colormod = '1 1 1';
 }*/
 
-void respawn(void)
+void respawn()
 {SELFPARAM();
        if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
        {
@@ -1402,19 +1344,19 @@ void play_countdown(float finished, string samp)
                                _sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
 }
 
-void player_powerups (void)
+void player_powerups ()
 {SELFPARAM();
        // add a way to see what the items were BEFORE all of these checks for the mutator hook
        int items_prev = self.items;
 
-       if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
+       if((self.items & IT_USING_JETPACK) && !IS_DEAD(self) && !gameover)
                self.modelflags |= MF_ROCKET;
        else
                self.modelflags &= ~MF_ROCKET;
 
        self.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
 
-       if((self.alpha < 0 || self.deadflag) && !self.vehicle) // don't apply the flags if the player is gibbed
+       if((self.alpha < 0 || IS_DEAD(self)) && !self.vehicle) // don't apply the flags if the player is gibbed
                return;
 
        Fire_ApplyDamage(self);
@@ -1565,7 +1507,7 @@ float CalcRotRegen(float current, float regenstable, float regenfactor, float re
        return current;
 }
 
-void player_regen (void)
+void player_regen ()
 {SELFPARAM();
        float max_mod, regen_mod, rot_mod, limit_mod;
        max_mod = regen_mod = rot_mod = limit_mod = 1;
@@ -1581,7 +1523,7 @@ void player_regen (void)
        regen_health_stable = autocvar_g_balance_health_regenstable;
        regen_health_rotstable = autocvar_g_balance_health_rotstable;
        if(!MUTATOR_CALLHOOK(PlayerRegen))
-       if(!self.frozen)
+       if(!STAT(FROZEN, self))
        {
                float mina, maxa, limith, limita;
                maxa = autocvar_g_balance_armor_rotstable;
@@ -1609,7 +1551,8 @@ void player_regen (void)
        {
                if(self.vehicle)
                        vehicles_exit(VHEF_RELEASE);
-               self.event_damage(self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
+               if(self.event_damage)
+                       self.event_damage(self, self, self, 1, DEATH_ROT.m_id, self.origin, '0 0 0');
        }
 
        if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
@@ -1636,19 +1579,20 @@ void SetZoomState(float z)
 }
 
 void GetPressedKeys()
-{SELFPARAM();
+{
+       SELFPARAM();
        MUTATOR_CALLHOOK(GetPressedKeys);
-       #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
-       X(self.pressedkeys, KEY_FORWARD,        self.movement_x > 0);
-       X(self.pressedkeys, KEY_BACKWARD,       self.movement_x < 0);
-       X(self.pressedkeys, KEY_RIGHT,          self.movement_y > 0);
-       X(self.pressedkeys, KEY_LEFT,           self.movement_y < 0);
-
-       X(self.pressedkeys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(self));
-       X(self.pressedkeys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(self));
-       X(self.pressedkeys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(self));
-       X(self.pressedkeys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(self));
-       #undef X
+       int keys = this.pressedkeys;
+       keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
+       keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
+       keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
+       keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
+
+       keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
+       keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
+       keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
+       keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
+       this.pressedkeys = keys;
 }
 
 /*
@@ -1657,8 +1601,8 @@ spectate mode routines
 ======================
 */
 
-void SpectateCopy(entity spectatee)
-{SELFPARAM();
+void SpectateCopy(entity this, entity spectatee)
+{
        MUTATOR_CALLHOOK(SpectateCopy, spectatee, self);
        self.armortype = spectatee.armortype;
        self.armorvalue = spectatee.armorvalue;
@@ -1680,9 +1624,9 @@ void SpectateCopy(entity spectatee)
        self.invincible_finished = spectatee.invincible_finished;
        self.pressedkeys = spectatee.pressedkeys;
        self.weapons = spectatee.weapons;
-       self.switchweapon = spectatee.switchweapon;
-       self.switchingweapon = spectatee.switchingweapon;
-       self.weapon = spectatee.weapon;
+       PS(self).m_switchweapon = PS(spectatee).m_switchweapon;
+       PS(self).m_switchingweapon = PS(spectatee).m_switchingweapon;
+       PS(self).m_weapon = PS(spectatee).m_weapon;
        self.vortex_charge = spectatee.vortex_charge;
        self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
        self.hagar_load = spectatee.hagar_load;
@@ -1696,7 +1640,7 @@ void SpectateCopy(entity spectatee)
        self.dmg_inflictor = spectatee.dmg_inflictor;
        self.v_angle = spectatee.v_angle;
        self.angles = spectatee.v_angle;
-       self.frozen = spectatee.frozen;
+       STAT(FROZEN, self) = STAT(FROZEN, spectatee);
        self.revive_progress = spectatee.revive_progress;
        if(!self.BUTTON_USE)
                self.fixangle = true;
@@ -1743,7 +1687,7 @@ bool SpectateUpdate()
                return false;
        }
 
-       SpectateCopy(self.enemy);
+       SpectateCopy(this, this.enemy);
 
        return true;
 }
@@ -1789,12 +1733,12 @@ bool Spectate(entity pl)
 
 bool SpectateNext()
 {SELFPARAM();
-       other = find(self.enemy, classname, "player");
+       other = find(self.enemy, classname, STR_PLAYER);
 
        if (MUTATOR_CALLHOOK(SpectateNext, self, other))
                other = spec_player;
        else if (!other)
-               other = find(other, classname, "player");
+               other = find(other, classname, STR_PLAYER);
 
        if(other) { SetSpectatee(self, other); }
 
@@ -1804,7 +1748,7 @@ bool SpectateNext()
 bool SpectatePrev()
 {SELFPARAM();
        // NOTE: chain order is from the highest to the lower entnum (unlike find)
-       other = findchain(classname, "player");
+       other = findchain(classname, STR_PLAYER);
        if (!other) // no player
                return false;
 
@@ -1847,7 +1791,7 @@ Update a respawn countdown display.
 void ShowRespawnCountdown()
 {SELFPARAM();
        float number;
-       if(self.deadflag == DEAD_NO) // just respawned?
+       if(!IS_DEAD(self)) // just respawned?
                return;
        else
        {
@@ -1867,12 +1811,11 @@ void LeaveSpectatorMode()
 {SELFPARAM();
        if(self.caplayer)
                return;
-       if(nJoinAllowed(self))
+       if(nJoinAllowed(self, self))
        {
                if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
                {
                        self.classname = STR_PLAYER;
-                       nades_RemoveBonus(self);
 
                        if(autocvar_g_campaign || autocvar_g_balance_teams)
                                { JoinBestTeam(self, false, true); }
@@ -1902,40 +1845,39 @@ void LeaveSpectatorMode()
  * it checks whether the number of currently playing players exceeds g_maxplayers.
  * @return int number of free slots for players, 0 if none
  */
-float nJoinAllowed(entity ignore)
-{SELFPARAM();
+bool nJoinAllowed(entity this, entity ignore)
+{
        if(!ignore)
        // this is called that way when checking if anyone may be able to join (to build qcstatus)
        // so report 0 free slots if restricted
        {
                if(autocvar_g_forced_team_otherwise == "spectate")
-                       return 0;
+                       return false;
                if(autocvar_g_forced_team_otherwise == "spectator")
-                       return 0;
+                       return false;
        }
 
-       if(self.team_forced < 0)
-               return 0; // forced spectators can never join
+       if(this.team_forced < 0)
+               return false; // forced spectators can never join
 
        // TODO simplify this
-       entity e;
-       float totalClients = 0;
-       FOR_EACH_CLIENT(e)
-               if(e != ignore)
-                       totalClients += 1;
+       int totalClients = 0;
+       int currentlyPlaying = 0;
+       FOREACH_CLIENT(true, LAMBDA(
+               if(it != ignore)
+                       ++totalClients;
+               if(IS_REAL_CLIENT(it))
+               if(IS_PLAYER(it) || it.caplayer)
+                       ++currentlyPlaying;
+       ));
 
        if (!autocvar_g_maxplayers)
                return maxclients - totalClients;
 
-       float currentlyPlaying = 0;
-       FOR_EACH_REALCLIENT(e)
-               if(IS_PLAYER(e) || e.caplayer)
-                       currentlyPlaying += 1;
-
        if(currentlyPlaying < autocvar_g_maxplayers)
                return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
 
-       return 0;
+       return false;
 }
 
 /**
@@ -1993,7 +1935,7 @@ void PrintWelcomeMessage()
        {
                if(self.BUTTON_INFO) // BUTTON_INFO hides initial MOTD
                        self.motd_actived_time = -2; // wait until BUTTON_INFO gets released
-               else if(self.motd_actived_time == -2 || IS_PLAYER(self))
+               else if(self.motd_actived_time == -2 || IS_PLAYER(self) || IS_SPEC(self))
                {
                        // instanctly hide MOTD
                        self.motd_actived_time = 0;
@@ -2006,7 +1948,7 @@ void ObserverThink()
 {SELFPARAM();
        if ( self.impulse )
        {
-               MinigameImpulse(self.impulse);
+               MinigameImpulse(self, self.impulse);
                self.impulse = 0;
        }
        float prefered_movetype;
@@ -2041,7 +1983,7 @@ void SpectatorThink()
 {SELFPARAM();
        if ( self.impulse )
        {
-               if(MinigameImpulse(self.impulse))
+               if(MinigameImpulse(self, self.impulse))
                        self.impulse = 0;
        }
        if (self.flags & FL_JUMPRELEASED) {
@@ -2107,17 +2049,17 @@ void PlayerUseKey()
        }
        else if(autocvar_g_vehicles_enter)
        {
-               if(!self.frozen)
-               if(self.deadflag == DEAD_NO)
+               if(!STAT(FROZEN, self))
+               if(!IS_DEAD(self))
                if(!gameover)
                {
                        entity head, closest_target = world;
-                       head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, TRUE);
+                       head = WarpZone_FindRadius(self.origin, autocvar_g_vehicles_enter_radius, true);
 
                        while(head) // find the closest acceptable target to enter
                        {
                                if(head.vehicle_flags & VHF_ISVEHICLE)
-                               if(head.deadflag == DEAD_NO)
+                               if(!IS_DEAD(head))
                                if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, self)))
                                if(head.takedamage != DAMAGE_NO)
                                {
@@ -2140,32 +2082,6 @@ void PlayerUseKey()
        MUTATOR_CALLHOOK(PlayerUseKey);
 }
 
-float isInvisibleString(string s)
-{
-       float i, n, c;
-       s = strdecolorize(s);
-       for((i = 0), (n = strlen(s)); i < n; ++i)
-       {
-               c = str2chr(s, i);
-               switch(c)
-               {
-                       case 0:
-                       case 32: // space
-                               break;
-                       case 192: // charmap space
-                               if (!autocvar_utf8_enable)
-                                       break;
-                               return false;
-                       case 160: // space in unicode fonts
-                       case 0xE000 + 192: // utf8 charmap space
-                               if (autocvar_utf8_enable)
-                                       break;
-                       default:
-                               return false;
-               }
-       }
-       return true;
-}
 
 /*
 =============
@@ -2178,7 +2094,7 @@ Called every frame for each client before the physics are run
 void() nexball_setstatus;
 .float last_vehiclecheck;
 .int items_added;
-void PlayerPreThink (void)
+void PlayerPreThink ()
 {SELFPARAM();
        WarpZone_PlayerPhysics_FixVAngle();
 
@@ -2261,7 +2177,7 @@ void PlayerPreThink (void)
                self.max_armorvalue = 0;
        }
 
-       if(self.frozen == 2)
+       if(STAT(FROZEN, self) == 2)
        {
                self.revive_progress = bound(0, self.revive_progress + frametime * self.revive_speed, 1);
                self.health = max(1, self.revive_progress * start_health);
@@ -2270,7 +2186,7 @@ void PlayerPreThink (void)
                if(self.revive_progress >= 1)
                        Unfreeze(self);
        }
-       else if(self.frozen == 3)
+       else if(STAT(FROZEN, self) == 3)
        {
                self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
                self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
@@ -2279,7 +2195,7 @@ void PlayerPreThink (void)
                {
                        if(self.vehicle)
                                vehicles_exit(VHEF_RELEASE);
-                       self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
+                       self.event_damage(self, self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
                }
                else if ( self.revive_progress <= 0 )
                        Unfreeze(self);
@@ -2291,14 +2207,14 @@ void PlayerPreThink (void)
        if(time > self.last_vehiclecheck)
        if(IS_PLAYER(self))
        if(!gameover)
-       if(!self.frozen)
+       if(!STAT(FROZEN, self))
        if(!self.vehicle)
-       if(self.deadflag == DEAD_NO)
+       if(!IS_DEAD(self))
        {
                entity veh;
                for(veh = world; (veh = findflags(veh, vehicle_flags, VHF_ISVEHICLE)); )
                if(vlen(veh.origin - self.origin) < autocvar_g_vehicles_enter_radius)
-               if(veh.deadflag == DEAD_NO)
+               if(!IS_DEAD(veh))
                if(veh.takedamage != DAMAGE_NO)
                if((veh.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(veh.owner, self))
                        Send_Notification(NOTIF_ONE, self, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
@@ -2342,26 +2258,10 @@ void PlayerPreThink (void)
 
                if(frametime)
                {
-                       if(self.weapon == WEP_VORTEX.m_id && WEP_CVAR(vortex, charge))
-                       {
-                               self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
-                               self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
-                               self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
-
-                               if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
-                               {
-                                       self.weaponentity_glowmod_x = self.weaponentity_glowmod.x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
-                                       self.weaponentity_glowmod_y = self.weaponentity_glowmod.y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
-                                       self.weaponentity_glowmod_z = self.weaponentity_glowmod.z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
-                               }
-                       }
-                       else
-                               self.weaponentity_glowmod = colormapPaletteColor(self.clientcolors & 0x0F, true) * 2;
-
                        player_powerups();
                }
 
-               if (self.deadflag != DEAD_NO)
+               if (IS_DEAD(self))
                {
                        if(self.personal && g_race_qualifying)
                        {
@@ -2433,13 +2333,13 @@ void PlayerPreThink (void)
                        do_crouch = 0;
                if(self.vehicle)
                        do_crouch = 0;
-               if(self.frozen)
+               if(STAT(FROZEN, self))
                        do_crouch = 0;
 
                // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
                // It cannot be predicted by the engine!
-               int slot = 0; // TODO: unhardcode
-               if((self.weapon == WEP_SHOCKWAVE.m_id || self.weapon == WEP_SHOTGUN.m_id) && self.weaponentity[slot].wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
+               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+               if((PS(self).m_weapon == WEP_SHOCKWAVE || PS(self).m_weapon == WEP_SHOTGUN) && self.(weaponentity).wframe == WFRAME_FIRE2 && time < self.(weaponentity).weapon_nextthink)
                        do_crouch = 0;
 
                if (do_crouch)
@@ -2447,8 +2347,8 @@ void PlayerPreThink (void)
                        if (!self.crouch)
                        {
                                self.crouch = true;
-                               self.view_ofs = self.stat_pl_crouch_view_ofs;
-                               setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
+                               self.view_ofs = STAT(PL_CROUCH_VIEW_OFS, self);
+                               setsize (self, STAT(PL_CROUCH_MIN, self), STAT(PL_CROUCH_MAX, self));
                                // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
                        }
                }
@@ -2456,12 +2356,12 @@ void PlayerPreThink (void)
                {
                        if (self.crouch)
                        {
-                               tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
+                               tracebox(self.origin, STAT(PL_MIN, self), STAT(PL_MAX, self), self.origin, false, self);
                                if (!trace_startsolid)
                                {
                                        self.crouch = false;
-                                       self.view_ofs = self.stat_pl_view_ofs;
-                                       setsize (self, self.stat_pl_min, self.stat_pl_max);
+                                       self.view_ofs = STAT(PL_VIEW_OFS, self);
+                                       setsize (self, STAT(PL_MIN, self), STAT(PL_MAX, self));
                                }
                        }
                }
@@ -2497,7 +2397,7 @@ void PlayerPreThink (void)
                secrets_setstatus();
 
                // monsters status
-               monsters_setstatus();
+               monsters_setstatus(self);
 
                self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
 
@@ -2514,19 +2414,26 @@ void PlayerPreThink (void)
 
        // WEAPONTODO: Add weapon request for this
        if(!zoomstate_set)
-               SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX.m_id) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE.m_id && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
+               SetZoomState(
+                       self.BUTTON_ZOOM
+                       || self.BUTTON_ZOOMSCRIPT
+                       || (self.BUTTON_ATCK2 && PS(self).m_weapon == WEP_VORTEX)
+                       || (self.BUTTON_ATCK2 && PS(self).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
+               ); // WEAPONTODO
 
        float oldspectatee_status;
        oldspectatee_status = self.spectatee_status;
        if(IS_SPEC(self))
-               self.spectatee_status = num_for_edict(self.enemy);
+               self.spectatee_status = etof(self.enemy);
        else if(IS_OBSERVER(self))
-               self.spectatee_status = num_for_edict(self);
+               self.spectatee_status = etof(self);
        else
                self.spectatee_status = 0;
        if(self.spectatee_status != oldspectatee_status)
        {
                ClientData_Touch(self);
+               if(g_race || g_cts)
+                       race_InitSpectator();
        }
 
        if(self.teamkill_soundtime)
@@ -2534,31 +2441,50 @@ void PlayerPreThink (void)
        {
                self.teamkill_soundtime = 0;
 
-               setself(self.teamkill_soundsource);
-               entity oldpusher = self.pusher;
-               self.pusher = this;
-
-               PlayerSound(playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
-
-               self.pusher = oldpusher;
-               setself(this);
+               entity e = self.teamkill_soundsource;
+               entity oldpusher = e.pusher;
+               e.pusher = this;
+               PlayerSound(e, playersound_teamshoot, CH_VOICE, VOICETYPE_LASTATTACKER_ONLY);
+               e.pusher = oldpusher;
        }
 
        if(self.taunt_soundtime)
        if(time > self.taunt_soundtime)
        {
                self.taunt_soundtime = 0;
-               PlayerSound(playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
+               PlayerSound(self, playersound_taunt, CH_VOICE, VOICETYPE_AUTOTAUNT);
        }
 
        target_voicescript_next(self);
 
        // WEAPONTODO: Move into weaponsystem somehow
        // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
-       if(!self.weapon)
+       if (PS(self).m_weapon == WEP_Null)
                self.clip_load = self.clip_size = 0;
 }
 
+void DrownPlayer(entity this)
+{
+       if(IS_DEAD(this))
+               return;
+
+       if (this.waterlevel != WATERLEVEL_SUBMERGED)
+       {
+               if(this.air_finished < time)
+                       PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+               this.air_finished = time + autocvar_g_balance_contents_drowndelay;
+               this.dmg = 2;
+       }
+       else if (this.air_finished < time)
+       {       // drown!
+               if (this.pain_finished < time)
+               {
+                       Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
+                       this.pain_finished = time + 0.5;
+               }
+       }
+}
+
 /*
 =============
 PlayerPostThink
@@ -2567,7 +2493,7 @@ Called every frame for each client after the physics are run
 =============
 */
 .float idlekick_lasttimeleft;
-void PlayerPostThink (void)
+void PlayerPostThink ()
 {SELFPARAM();
        if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
        if(IS_REAL_CLIENT(self))
@@ -2610,10 +2536,11 @@ void PlayerPostThink (void)
        //CheckPlayerJump();
 
        if(IS_PLAYER(self)) {
+               DrownPlayer(self);
                CheckRules_Player();
                UpdateChatBubble();
                if (self.impulse)
-                       ImpulseCommands();
+                       ImpulseCommands(self);
                if (intermission_running)
                        return;         // intermission or finale
                GetPressedKeys();