Merge branch 'master' into terencehill/accuracy_shotgun
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index da256e8f406faeb95173f2dbd62d31cd26434dce..3688c4eceb49022b6cf05770addf58ff4635d305 100644 (file)
@@ -1,5 +1,8 @@
 #include "client.qh"
 
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/effects/all.qh>
 #include "anticheat.qh"
 #include "impulse.qh"
 #include "player.qh"
@@ -9,7 +12,9 @@
 #include "teamplay.qh"
 #include "playerdemo.qh"
 #include "spawnpoints.qh"
+#include "resources.qh"
 #include "g_damage.qh"
+#include "handicap.qh"
 #include "g_hook.qh"
 #include "command/common.qh"
 #include "cheats.qh"
@@ -110,20 +115,18 @@ bool ClientData_Send(entity this, entity to, int sf)
        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 (autocvar_sv_showspectators) sf |= 16; // show spectators
+       if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
+       if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
+       if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
+       if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
 
        WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
        WriteByte(MSG_ENTITY, sf);
 
-       if (sf & 2)
-       {
-               WriteByte(MSG_ENTITY, to.spectatee_status);
-       }
+       if (sf & BIT(1))
+               WriteByte(MSG_ENTITY, CS(to).spectatee_status);
 
-       if(sf & 16)
+       if(sf & BIT(4))
        {
                float specs = CountSpectators(e, to);
                WriteByte(MSG_ENTITY, specs);
@@ -135,27 +138,25 @@ bool ClientData_Send(entity this, entity to, int sf)
 
 void ClientData_Attach(entity this)
 {
-       Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
-       this.clientdata.drawonlytoclient = this;
-       this.clientdata.owner = this;
+       Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
+       CS(this).clientdata.drawonlytoclient = this;
+       CS(this).clientdata.owner = this;
 }
 
 void ClientData_Detach(entity this)
 {
-       delete(this.clientdata);
-       this.clientdata = NULL;
+       delete(CS(this).clientdata);
+       CS(this).clientdata = NULL;
 }
 
 void ClientData_Touch(entity e)
 {
-       e.clientdata.SendFlags = 1;
+       CS(e).clientdata.SendFlags = 1;
 
        // make it spectatable
-       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
+       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
 }
 
-.string netname_previous;
-
 void SetSpectatee(entity this, entity spectatee);
 void SetSpectatee_status(entity this, int spectatee_num);
 
@@ -219,20 +220,29 @@ void PutObserverInServer(entity this)
     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
        PlayerState_detach(this);
 
-       if (IS_PLAYER(this) && this.health >= 1) {
-        // despawn effect
-               Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+       if (IS_PLAYER(this))
+       {
+               if(this.health >= 1)
+               {
+                       // despawn effect
+                       Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+               }
+
+               // was a player, recount votes and ready status
+               if(IS_REAL_CLIENT(this))
+               {
+                       if (vote_called) { VoteCount(false); }
+                       ReadyCount();
+               }
     }
 
     {
         entity spot = SelectSpawnPoint(this, true);
         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
-        this.angles = spot.angles;
-        this.angles_z = 0;
+        this.angles = vec2(spot.angles);
         this.fixangle = true;
         // offset it so that the spectator spawns higher off the ground, looks better this way
         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
-        this.prevorigin = this.origin;
         if (IS_REAL_CLIENT(this))
         {
             msg_entity = this;
@@ -260,7 +270,7 @@ void PutObserverInServer(entity this)
        if (this.alivetime)
        {
                if (!warmup_stage)
-                       PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
+                       PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
                this.alivetime = 0;
        }
 
@@ -271,27 +281,29 @@ void PutObserverInServer(entity this)
        if (mutator_returnvalue) {
            // mutator prevents resetting teams+score
        } else {
+               int oldteam = this.team;
                this.team = -1;  // move this as it is needed to log the player spectating in eventlog
+               MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
         this.frags = FRAGS_SPECTATOR;
         PlayerScore_Clear(this);  // clear scores when needed
     }
 
-       if (this.killcount != FRAGS_SPECTATOR)
+       if (CS(this).killcount != FRAGS_SPECTATOR)
        {
                Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
                if(!game_stopped)
                if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
                        Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
 
-               if(this.just_joined == false) {
+               if(!CS(this).just_joined)
                        LogTeamchange(this.playerid, -1, 4);
-               else
-                       this.just_joined = false;
+               else
+                       CS(this).just_joined = false;
        }
 
        accuracy_resend(this);
 
-       this.spectatortime = time;
+       CS(this).spectatortime = time;
        if(this.bot_attack)
                IL_REMOVE(g_bot_targets, this);
        this.bot_attack = false;
@@ -338,7 +350,6 @@ void PutObserverInServer(entity this)
 
        this.items = 0;
        this.weapons = '0 0 0';
-       this.dual_weapons = '0 0 0';
        this.drawonlytoclient = this;
 
        this.weaponmodel = "";
@@ -347,7 +358,7 @@ void PutObserverInServer(entity this)
                this.weaponentities[slot] = NULL;
        }
        this.exteriorweaponentity = NULL;
-       this.killcount = FRAGS_SPECTATOR;
+       CS(this).killcount = FRAGS_SPECTATOR;
        this.velocity = '0 0 0';
        this.avelocity = '0 0 0';
        this.punchangle = '0 0 0';
@@ -402,7 +413,7 @@ void FixPlayermodel(entity player)
                int n = tokenize_console(defaultmodel);
                if(n > 0)
                {
-                       defaultmodel = argv(floor(n * player.model_randomizer));
+                       defaultmodel = argv(floor(n * CS(player).model_randomizer));
                        // However, do NOT randomize if the player-selected model is in the list.
                        for (int i = 0; i < n; ++i)
                                if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
@@ -488,253 +499,265 @@ void FixPlayermodel(entity player)
                                setcolor(player, stof(autocvar_sv_defaultplayercolors));
 }
 
-
-/** Called when a client spawns in the server */
-void PutClientInServer(entity this)
+void PutPlayerInServer(entity this)
 {
-       if (IS_BOT_CLIENT(this)) {
-               TRANSMUTE(Player, this);
-       } else if (IS_REAL_CLIENT(this)) {
-               msg_entity = this;
-               WriteByte(MSG_ONE, SVC_SETVIEW);
-               WriteEntity(MSG_ONE, this);
+       if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+
+       PlayerState_attach(this);
+       accuracy_resend(this);
+
+       if (this.team < 0)
+               JoinBestTeam(this, true);
+
+       entity spot = SelectSpawnPoint(this, false);
+       if (!spot) {
+               Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
+               return; // spawn failed
        }
-       if (game_stopped)
-               TRANSMUTE(Observer, this);
 
-       SetSpectatee(this, NULL);
+       TRANSMUTE(Player, this);
 
-       // reset player keys
-       this.itemkeys = 0;
+       CS(this).wasplayer = true;
+       this.iscreature = true;
+       this.teleportable = TELEPORT_NORMAL;
+       if(!this.damagedbycontents)
+               IL_PUSH(g_damagedbycontents, this);
+       this.damagedbycontents = true;
+       set_movetype(this, MOVETYPE_WALK);
+       this.solid = SOLID_SLIDEBOX;
+       this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
+       if (autocvar_g_playerclip_collisions)
+               this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
+       if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
+               this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
+       this.frags = FRAGS_PLAYER;
+       if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
+       this.flags = FL_CLIENT | FL_PICKUPITEMS;
+       if (autocvar__notarget)
+               this.flags |= FL_NOTARGET;
+       this.takedamage = DAMAGE_AIM;
+       this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
+
+       if (warmup_stage) {
+               this.ammo_shells = warmup_start_ammo_shells;
+               this.ammo_nails = warmup_start_ammo_nails;
+               this.ammo_rockets = warmup_start_ammo_rockets;
+               this.ammo_cells = warmup_start_ammo_cells;
+               this.ammo_plasma = warmup_start_ammo_plasma;
+               this.ammo_fuel = warmup_start_ammo_fuel;
+               this.health = warmup_start_health;
+               this.armorvalue = warmup_start_armorvalue;
+               this.weapons = WARMUP_START_WEAPONS;
+       } else {
+               this.ammo_shells = start_ammo_shells;
+               this.ammo_nails = start_ammo_nails;
+               this.ammo_rockets = start_ammo_rockets;
+               this.ammo_cells = start_ammo_cells;
+               this.ammo_plasma = start_ammo_plasma;
+               this.ammo_fuel = start_ammo_fuel;
+               this.health = start_health;
+               this.armorvalue = start_armorvalue;
+               this.weapons = start_weapons;
+               if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
+               {
+                       GiveRandomWeapons(this, random_start_weapons_count,
+                               autocvar_g_random_start_weapons, random_start_ammo);
+               }
+       }
+       SetSpectatee_status(this, 0);
 
-       MUTATOR_CALLHOOK(PutClientInServer, this);
+       PS(this).dual_weapons = '0 0 0';
 
-       if (IS_OBSERVER(this)) {
-               PutObserverInServer(this);
-       } else if (IS_PLAYER(this)) {
-               if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+       this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
 
-               PlayerState_attach(this);
-               accuracy_resend(this);
+       this.items = start_items;
 
-               if (this.team < 0)
-                       JoinBestTeam(this, false, true);
+       this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
+       this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
+       this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
+       this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
+       this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
+       // extend the pause of rotting if client was reset at the beginning of the countdown
+       if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
+               float f = game_starttime - time;
+               this.spawnshieldtime += f;
+               this.pauserotarmor_finished += f;
+               this.pauserothealth_finished += f;
+               this.pauseregen_finished += f;
+       }
+       this.damageforcescale = 2;
+       this.death_time = 0;
+       this.respawn_flags = 0;
+       this.respawn_time = 0;
+       this.stat_respawn_time = 0;
+       this.scale = autocvar_sv_player_scale;
+       this.fade_time = 0;
+       this.pain_frame = 0;
+       this.pain_finished = 0;
+       this.pushltime = 0;
+       setthink(this, func_null); // players have no think function
+       this.nextthink = 0;
+       this.dmg_team = 0;
+       PS(this).ballistics_density = autocvar_g_ballistics_density_player;
 
-               entity spot = SelectSpawnPoint(this, false);
-               if (!spot) {
-                       Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
-                       return; // spawn failed
-               }
+       this.deadflag = DEAD_NO;
 
-               TRANSMUTE(Player, this);
+       this.angles = spot.angles;
+       this.angles_z = 0; // never spawn tilted even if the spot says to
+       if (IS_BOT_CLIENT(this))
+               this.v_angle = this.angles;
+       this.fixangle = true; // turn this way immediately
+       this.oldvelocity = this.velocity = '0 0 0';
+       this.avelocity = '0 0 0';
+       this.punchangle = '0 0 0';
+       this.punchvector = '0 0 0';
 
-               this.wasplayer = true;
-               this.iscreature = true;
-               this.teleportable = TELEPORT_NORMAL;
-               if(!this.damagedbycontents)
-                       IL_PUSH(g_damagedbycontents, this);
-               this.damagedbycontents = true;
-               set_movetype(this, MOVETYPE_WALK);
-               this.solid = SOLID_SLIDEBOX;
-               this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
-               if (autocvar_g_playerclip_collisions)
-                       this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
-               if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
-                       this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
-               this.frags = FRAGS_PLAYER;
-               if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
-               this.flags = FL_CLIENT | FL_PICKUPITEMS;
-               if (autocvar__notarget)
-                       this.flags |= FL_NOTARGET;
-               this.takedamage = DAMAGE_AIM;
-               this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
-               this.dmg = 2; // WTF
-
-               if (warmup_stage) {
-                       this.ammo_shells = warmup_start_ammo_shells;
-                       this.ammo_nails = warmup_start_ammo_nails;
-                       this.ammo_rockets = warmup_start_ammo_rockets;
-                       this.ammo_cells = warmup_start_ammo_cells;
-                       this.ammo_plasma = warmup_start_ammo_plasma;
-                       this.ammo_fuel = warmup_start_ammo_fuel;
-                       this.health = warmup_start_health;
-                       this.armorvalue = warmup_start_armorvalue;
-                       this.weapons = WARMUP_START_WEAPONS;
-               } else {
-                       this.ammo_shells = start_ammo_shells;
-                       this.ammo_nails = start_ammo_nails;
-                       this.ammo_rockets = start_ammo_rockets;
-                       this.ammo_cells = start_ammo_cells;
-                       this.ammo_plasma = start_ammo_plasma;
-                       this.ammo_fuel = start_ammo_fuel;
-                       this.health = start_health;
-                       this.armorvalue = start_armorvalue;
-                       this.weapons = start_weapons;
-               }
-               SetSpectatee_status(this, 0);
-
-               this.dual_weapons = '0 0 0';
-
-               this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
-
-               this.items = start_items;
-
-               this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
-               this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
-               this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
-               this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
-               this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
-               // extend the pause of rotting if client was reset at the beginning of the countdown
-               if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
-                       float f = game_starttime - time;
-                       this.spawnshieldtime += f;
-                       this.pauserotarmor_finished += f;
-                       this.pauserothealth_finished += f;
-                       this.pauseregen_finished += f;
-               }
-               this.damageforcescale = 2;
-               this.death_time = 0;
-               this.respawn_flags = 0;
-               this.respawn_time = 0;
-               this.stat_respawn_time = 0;
-               this.scale = autocvar_sv_player_scale;
-               this.fade_time = 0;
-               this.pain_frame = 0;
-               this.pain_finished = 0;
-               this.pushltime = 0;
-               setthink(this, func_null); // players have no think function
-               this.nextthink = 0;
-               this.dmg_team = 0;
-               this.ballistics_density = autocvar_g_ballistics_density_player;
-
-               this.deadflag = DEAD_NO;
-
-               this.angles = spot.angles;
-               this.angles_z = 0; // never spawn tilted even if the spot says to
-               if (IS_BOT_CLIENT(this))
-                       this.v_angle = this.angles;
-               this.fixangle = true; // turn this way immediately
-               this.oldvelocity = this.velocity = '0 0 0';
-               this.avelocity = '0 0 0';
-               this.punchangle = '0 0 0';
-               this.punchvector = '0 0 0';
-
-               this.strength_finished = 0;
-               this.invincible_finished = 0;
-               this.fire_endtime = -1;
-               this.revive_progress = 0;
-               this.revival_time = 0;
-               this.air_finished = time + 12;
-
-               entity spawnevent = new_pure(spawnevent);
-               spawnevent.owner = this;
-               Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
-
-               // Cut off any still running player sounds.
-               stopsound(this, CH_PLAYER_SINGLE);
-
-               this.model = "";
-               FixPlayermodel(this);
-               this.drawonlytoclient = NULL;
-
-               this.viewloc = NULL;
-
-               this.crouch = false;
-               this.view_ofs = STAT(PL_VIEW_OFS, this);
-               setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
-               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
-               this.oldorigin = this.origin;
-               this.prevorigin = this.origin;
-               this.lastteleporttime = time; // prevent insane speeds due to changing origin
-               if(this.conveyor)
-                       IL_REMOVE(g_conveyed, this);
-               this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
-               this.hud = HUD_NORMAL;
-
-               this.event_damage = PlayerDamage;
-
-               if(!this.bot_attack)
-                       IL_PUSH(g_bot_targets, this);
-               this.bot_attack = true;
-               if(!this.monster_attack)
-                       IL_PUSH(g_monster_targets, this);
-               this.monster_attack = true;
-               navigation_dynamicgoal_init(this, false);
-
-               PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
-
-               if (this.killcount == FRAGS_SPECTATOR) {
-                       PlayerScore_Clear(this);
-                       this.killcount = 0;
-               }
+       this.strength_finished = 0;
+       this.invincible_finished = 0;
+       this.fire_endtime = -1;
+       this.revive_progress = 0;
+       this.revival_time = 0;
 
-               for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-               {
-                       .entity weaponentity = weaponentities[slot];
-                       entity oldwep = this.(weaponentity);
-                       CL_SpawnWeaponentity(this, weaponentity);
-                       if(oldwep && oldwep.owner == this)
-                               this.(weaponentity).m_gunalign = oldwep.m_gunalign;
-               }
-               this.alpha = default_player_alpha;
-               this.colormod = '1 1 1' * autocvar_g_player_brightness;
-               this.exteriorweaponentity.alpha = default_weapon_alpha;
+       this.air_finished = time + 12;
+       this.waterlevel = WATERLEVEL_NONE;
+       this.watertype = CONTENT_EMPTY;
+
+       entity spawnevent = new_pure(spawnevent);
+       spawnevent.owner = this;
+       Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
+
+       // Cut off any still running player sounds.
+       stopsound(this, CH_PLAYER_SINGLE);
 
-               this.speedrunning = false;
+       this.model = "";
+       FixPlayermodel(this);
+       this.drawonlytoclient = NULL;
 
-               target_voicescript_clear(this);
+       this.viewloc = NULL;
+
+       this.crouch = false;
+       this.view_ofs = STAT(PL_VIEW_OFS, this);
+       setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
+       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
+       this.oldorigin = this.origin;
+       if(this.conveyor)
+               IL_REMOVE(g_conveyed, this);
+       this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
+       this.hud = HUD_NORMAL;
+
+       this.event_damage = PlayerDamage;
+
+       if(!this.bot_attack)
+               IL_PUSH(g_bot_targets, this);
+       this.bot_attack = true;
+       if(!this.monster_attack)
+               IL_PUSH(g_monster_targets, this);
+       this.monster_attack = true;
+       navigation_dynamicgoal_init(this, false);
+
+       PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
+
+       // player was spectator
+       if (CS(this).killcount == FRAGS_SPECTATOR) {
+               PlayerScore_Clear(this);
+               CS(this).killcount = 0;
+               CS(this).startplaytime = time;
+       }
+
+       for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               entity oldwep = this.(weaponentity);
+               CL_SpawnWeaponentity(this, weaponentity);
+               if(oldwep && oldwep.owner == this)
+                       this.(weaponentity).m_gunalign = oldwep.m_gunalign;
+       }
+       this.alpha = default_player_alpha;
+       this.colormod = '1 1 1' * autocvar_g_player_brightness;
+       this.exteriorweaponentity.alpha = default_weapon_alpha;
 
-               // reset fields the weapons may use
-               FOREACH(Weapons, true, LAMBDA(
-                       it.wr_resetplayer(it, this);
+       this.speedrunning = false;
+
+       target_voicescript_clear(this);
+
+       // reset fields the weapons may use
+       FOREACH(Weapons, true, {
+               it.wr_resetplayer(it, this);
                        // reload all reloadable weapons
-                       if (it.spawnflags & WEP_FLAG_RELOADABLE) {
-                               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-                               {
-                                       .entity weaponentity = weaponentities[slot];
-                                       this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
-                               }
+               if (it.spawnflags & WEP_FLAG_RELOADABLE) {
+                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                       {
+                               .entity weaponentity = weaponentities[slot];
+                               this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
                        }
-               ));
-
-               {
-                       string s = spot.target;
-                       spot.target = string_null;
-                       SUB_UseTargets(spot, this, NULL);
-                       spot.target = s;
                }
+       });
 
-               Unfreeze(this);
+       {
+               string s = spot.target;
+               spot.target = string_null;
+               SUB_UseTargets(spot, this, NULL);
+               spot.target = s;
+       }
 
-               MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
+       Unfreeze(this);
 
-               if (autocvar_spawn_debug)
-               {
-                       sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
-                       delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
-               }
+       MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
 
-               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-               {
-                       .entity weaponentity = weaponentities[slot];
-                       if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
-                               this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
-                       else
-                               this.(weaponentity).m_switchweapon = WEP_Null;
-                       this.(weaponentity).m_weapon = WEP_Null;
-                       this.(weaponentity).weaponname = "";
-                       this.(weaponentity).m_switchingweapon = WEP_Null;
-                       this.(weaponentity).cnt = -1;
-               }
+       if (autocvar_spawn_debug)
+       {
+               sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
+               delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
+       }
+
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
+                       this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
+               else
+                       this.(weaponentity).m_switchweapon = WEP_Null;
+               this.(weaponentity).m_weapon = WEP_Null;
+               this.(weaponentity).weaponname = "";
+               this.(weaponentity).m_switchingweapon = WEP_Null;
+               this.(weaponentity).cnt = -1;
+       }
+
+       MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
+
+       if (!warmup_stage && !this.alivetime)
+               this.alivetime = time;
 
-               MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
+       antilag_clear(this, CS(this));
+}
 
-               if (!warmup_stage && !this.alivetime)
-                       this.alivetime = time;
+/** Called when a client spawns in the server */
+void PutClientInServer(entity this)
+{
+       if (IS_BOT_CLIENT(this)) {
+               TRANSMUTE(Player, this);
+       } else if (IS_REAL_CLIENT(this)) {
+               msg_entity = this;
+               WriteByte(MSG_ONE, SVC_SETVIEW);
+               WriteEntity(MSG_ONE, this);
+       }
+       if (game_stopped)
+               TRANSMUTE(Observer, this);
+
+       SetSpectatee(this, NULL);
+
+       // reset player keys
+       if(PS(this))
+               PS(this).itemkeys = 0;
+
+       MUTATOR_CALLHOOK(PutClientInServer, this);
 
-               antilag_clear(this, CS(this));
+       if (IS_OBSERVER(this)) {
+               PutObserverInServer(this);
+       } else if (IS_PLAYER(this)) {
+               PutPlayerInServer(this);
        }
 }
 
@@ -773,6 +796,7 @@ void ClientInit_misc(entity this)
        else
                WriteString(channel, "");
        WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
+       WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
        WriteByte(channel, serverflags);
        WriteCoord(channel, autocvar_g_trueaim_minrange);
 }
@@ -785,6 +809,11 @@ void ClientInit_CheckUpdate(entity this)
                this.count = autocvar_g_balance_armor_blockpercent;
                this.SendFlags |= 1;
        }
+       if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
+       {
+               this.cnt = autocvar_g_balance_damagepush_speedfactor;
+               this.SendFlags |= 1;
+       }
 }
 
 void ClientInit_Spawn()
@@ -817,7 +846,7 @@ SetChangeParms
 void SetChangeParms (entity this)
 {
        // save parms for level change
-       parm1 = this.parm_idlesince - time;
+       parm1 = CS(this).parm_idlesince - time;
 
        MUTATOR_CALLHOOK(SetChangeParms);
 }
@@ -830,12 +859,12 @@ DecodeLevelParms
 void DecodeLevelParms(entity this)
 {
        // load parms
-       this.parm_idlesince = parm1;
-       if (this.parm_idlesince == -(86400 * 366))
-               this.parm_idlesince = time;
+       CS(this).parm_idlesince = parm1;
+       if (CS(this).parm_idlesince == -(86400 * 366))
+               CS(this).parm_idlesince = time;
 
        // whatever happens, allow 60 seconds of idling directly after connect for map loading
-       this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
+       CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
 
        MUTATOR_CALLHOOK(DecodeLevelParms);
 }
@@ -853,7 +882,7 @@ void ClientKill_Now_TeamChange(entity this)
 {
        if(this.killindicator_teamchange == -1)
        {
-               JoinBestTeam( this, false, true );
+               JoinBestTeam( this, true );
        }
        else if(this.killindicator_teamchange == -2)
        {
@@ -886,8 +915,10 @@ void ClientKill_Now(entity this)
        if(this.killindicator_teamchange)
                ClientKill_Now_TeamChange(this);
 
-       if(!IS_SPEC(this) && !IS_OBSERVER(this))
+       if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
+       {
                Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
+       }
 
        // now I am sure the player IS dead
 }
@@ -1049,25 +1080,41 @@ void FixClientCvars(entity e)
        MUTATOR_CALLHOOK(FixClientCvars, e);
 }
 
-float PlayerInIDList(entity p, string idlist)
+bool findinlist_abbrev(string tofind, string list)
 {
-       float n, i;
-       string s;
+       if(list == "" || tofind == "")
+               return false; // empty list or search, just return
+
+       // this function allows abbreviated strings!
+       FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
+       {
+               return true;
+       });
+
+       return false;
+}
 
+bool PlayerInIPList(entity p, string iplist)
+{
+       // some safety checks (never allow local?)
+       if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
+               return false;
+
+       return findinlist_abbrev(p.netaddress, iplist);
+}
+
+bool PlayerInIDList(entity p, string idlist)
+{
        // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
-       if (!p.crypto_idfp)
-               return 0;
+       if(!p.crypto_idfp)
+               return false;
 
-       // this function allows abbreviated player IDs too!
-       n = tokenize_console(idlist);
-       for(i = 0; i < n; ++i)
-       {
-               s = argv(i);
-               if(s == substring(p.crypto_idfp, 0, strlen(s)))
-                       return 1;
-       }
+       return findinlist_abbrev(p.crypto_idfp, idlist);
+}
 
-       return 0;
+bool PlayerInList(entity player, string list)
+{
+       return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
 }
 
 #ifdef DP_EXT_PRECONNECT
@@ -1108,8 +1155,8 @@ void ClientConnect(entity this)
 #ifdef WATERMARK
        Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
 #endif
-       this.version_nagtime = time + 10 + random() * 10;
        TRANSMUTE(Client, this);
+       CS(this).version_nagtime = time + 10 + random() * 10;
 
        // identify the right forced team
        if (autocvar_g_campaign)
@@ -1126,10 +1173,10 @@ void ClientConnect(entity this)
                        }
                }
        }
-       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 if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
+       else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
+       else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
+       else if (PlayerInList(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;
@@ -1144,12 +1191,10 @@ void ClientConnect(entity this)
        }
        if (!teamplay && this.team_forced > 0) this.team_forced = 0;
 
-    {
-        int id = this.playerid;
-        this.playerid = 0; // silent
-           JoinBestTeam(this, false, false); // if the team number is valid, keep it
-           this.playerid = id;
-    }
+       int playerid_save = this.playerid;
+       this.playerid = 0; // silent
+       JoinBestTeam(this, false); // if the team number is valid, keep it
+       this.playerid = playerid_save;
 
        if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
                TRANSMUTE(Observer, this);
@@ -1165,16 +1210,17 @@ void ClientConnect(entity this)
        PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
 
        // always track bots, don't ask for cl_allow_uidtracking
-    if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
+       if (IS_BOT_CLIENT(this))
+               PlayerStats_GameReport_AddPlayer(this);
+       else
+               CS(this).allowed_timeouts = autocvar_sv_timeout_number;
 
        if (autocvar_sv_eventlog)
                GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
 
        LogTeamchange(this.playerid, this.team, 1);
 
-       this.just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
-
-       this.netname_previous = strzone(this.netname);
+       CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
 
        if(teamplay && IS_PLAYER(this))
                Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
@@ -1207,14 +1253,13 @@ void ClientConnect(entity this)
 
        bot_relinkplayerlist();
 
-       this.spectatortime = time;
+       CS(this).spectatortime = time;
        if (blockSpectators)
        {
                Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
        }
 
-       this.jointime = time;
-       this.allowed_timeouts = autocvar_sv_timeout_number;
+       CS(this).jointime = time;
 
        if (IS_REAL_CLIENT(this))
        {
@@ -1231,27 +1276,27 @@ void ClientConnect(entity this)
 
        CSQCMODEL_AUTOINIT(this);
 
-       this.model_randomizer = random();
+       CS(this).model_randomizer = random();
 
        if (IS_REAL_CLIENT(this))
                sv_notice_join(this);
 
        // update physics stats (players can spawn before physics runs)
-       STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
-       MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
-       Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
+       Physics_UpdateStats(this);
 
        IL_EACH(g_initforplayer, it.init_for_player, {
                it.init_for_player(it, this);
        });
 
+       Handicap_Initialize(this);
+
        MUTATOR_CALLHOOK(ClientConnect, this);
 
        if (IS_REAL_CLIENT(this))
        {
                if (!autocvar_g_campaign && !IS_PLAYER(this))
                {
-                       this.motd_actived_time = -1;
+                       CS(this).motd_actived_time = -1;
                        Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
                }
        }
@@ -1271,7 +1316,7 @@ void ClientDisconnect(entity this)
 
        PlayerStats_GameReport_FinalizePlayer(this);
        if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
-       if (this.active_minigame) part_minigame(this);
+       if (CS(this).active_minigame) part_minigame(this);
        if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
 
        if (autocvar_sv_eventlog)
@@ -1284,6 +1329,7 @@ void ClientDisconnect(entity this)
 
     MUTATOR_CALLHOOK(ClientDisconnect, this);
 
+       if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
        ClientState_detach(this);
 
        Portal_ClearAll(this);
@@ -1303,7 +1349,6 @@ void ClientDisconnect(entity this)
 
        bot_relinkplayerlist();
 
-       if (this.netname_previous) strunzone(this.netname_previous);
        if (this.clientstatus) strunzone(this.clientstatus);
        if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
        if (this.personal) delete(this.personal);
@@ -1330,7 +1375,7 @@ void ChatBubbleThink(entity this)
 
        if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
        {
-               if ( this.owner.active_minigame )
+               if ( CS(this.owner).active_minigame )
                        this.mdl = "models/sprites/minigame_busy.iqm";
                else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
                        this.mdl = "models/misc/chatbubble.spr";
@@ -1600,15 +1645,14 @@ void player_regen(entity this)
        regen_health_stable = M_ARGV(9, float);
        regen_health_rotstable = M_ARGV(10, float);
 
-
        if(!mutator_returnvalue)
        if(!STAT(FROZEN, this))
        {
                float mina, maxa, limith, limita;
                maxa = autocvar_g_balance_armor_rotstable;
                mina = autocvar_g_balance_armor_regenstable;
-               limith = autocvar_g_balance_health_limit;
-               limita = autocvar_g_balance_armor_limit;
+               limith = GetResourceLimit(this, RESOURCE_HEALTH);
+               limita = GetResourceLimit(this, RESOURCE_ARMOR);
 
                regen_health_rotstable = regen_health_rotstable * max_mod;
                regen_health_stable = regen_health_stable * max_mod;
@@ -1635,18 +1679,30 @@ void player_regen(entity this)
 
                maxf = autocvar_g_balance_fuel_rotstable;
                minf = autocvar_g_balance_fuel_regenstable;
-               limitf = autocvar_g_balance_fuel_limit;
+               limitf = GetResourceLimit(this, RESOURCE_FUEL);
 
                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);
        }
+       // Ugly hack to make sure the health and armor don't go beyond hard limit.
+       // TODO: Remove this hack when all code uses GivePlayerHealth and
+       // GivePlayerArmor.
+       if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
+       {
+               this.health = RESOURCE_AMOUNT_HARD_LIMIT;
+       }
+       if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
+       {
+               this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
+       }
+       // End hack.
 }
 
 bool zoomstate_set;
 void SetZoomState(entity this, float newzoom)
 {
-       if(newzoom != this.zoomstate)
+       if(newzoom != CS(this).zoomstate)
        {
-               this.zoomstate = newzoom;
+               CS(this).zoomstate = newzoom;
                ClientData_Touch(this);
        }
        zoomstate_set = true;
@@ -1656,16 +1712,16 @@ void GetPressedKeys(entity this)
 {
        MUTATOR_CALLHOOK(GetPressedKeys, this);
        int keys = STAT(PRESSED_KEYS, this);
-       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_FORWARD,        CS(this).movement.x > 0);
+       keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
+       keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
+       keys = BITSET(keys, KEY_LEFT,           CS(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; // store for other users
+       CS(this).pressedkeys = keys; // store for other users
 
        STAT(PRESSED_KEYS, this) = keys;
 }
@@ -1694,7 +1750,7 @@ void SpectateCopy(entity this, entity spectatee)
        this.clip_size = spectatee.clip_size;
        this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
        this.health = spectatee.health;
-       this.impulse = 0;
+       CS(this).impulse = 0;
        this.items = spectatee.items;
        this.last_pickup = spectatee.last_pickup;
        this.hit_time = spectatee.hit_time;
@@ -1703,7 +1759,6 @@ void SpectateCopy(entity this, entity spectatee)
        this.superweapons_finished = spectatee.superweapons_finished;
        STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
        this.weapons = spectatee.weapons;
-       this.dual_weapons = spectatee.dual_weapons;
        this.vortex_charge = spectatee.vortex_charge;
        this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
        this.hagar_load = spectatee.hagar_load;
@@ -1724,7 +1779,7 @@ void SpectateCopy(entity this, entity spectatee)
                this.fixangle = true;
        setorigin(this, spectatee.origin);
        setsize(this, spectatee.mins, spectatee.maxs);
-       SetZoomState(this, spectatee.zoomstate);
+       SetZoomState(this, CS(spectatee).zoomstate);
 
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
@@ -1804,10 +1859,10 @@ bool SpectateSet(entity this)
 
 void SetSpectatee_status(entity this, int spectatee_num)
 {
-       int oldspectatee_status = this.spectatee_status;
-       this.spectatee_status = spectatee_num;
+       int oldspectatee_status = CS(this).spectatee_status;
+       CS(this).spectatee_status = spectatee_num;
 
-       if (this.spectatee_status != oldspectatee_status)
+       if (CS(this).spectatee_status != oldspectatee_status)
        {
                ClientData_Touch(this);
                if (g_race || g_cts) race_InitSpectator();
@@ -1939,7 +1994,7 @@ void ShowRespawnCountdown(entity this)
 .bool team_selected;
 bool ShowTeamSelection(entity this)
 {
-       if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
+       if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
                return false;
        stuffcmd(this, "menu_showteamselect\n");
        return true;
@@ -1950,7 +2005,7 @@ void Join(entity this)
 
        if(!this.team_selected)
        if(autocvar_g_campaign || autocvar_g_balance_teams)
-               JoinBestTeam(this, false, true);
+               JoinBestTeam(this, true);
 
        if(autocvar_g_campaign)
                campaign_bots_may_start = true;
@@ -1991,13 +2046,13 @@ int nJoinAllowed(entity this, entity ignore)
        // TODO simplify this
        int totalClients = 0;
        int currentlyPlaying = 0;
-       FOREACH_CLIENT(true, LAMBDA(
+       FOREACH_CLIENT(true, {
                if(it != ignore)
                        ++totalClients;
                if(IS_REAL_CLIENT(it))
                if(IS_PLAYER(it) || it.caplayer)
                        ++currentlyPlaying;
-       ));
+       });
 
        float free_slots = 0;
        if (!autocvar_g_maxplayers)
@@ -2025,7 +2080,7 @@ void checkSpectatorBlock(entity this)
        if(!this.caplayer)
        if(IS_REAL_CLIENT(this))
        {
-               if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
+               if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
                        Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
                        dropclient(this);
                }
@@ -2034,46 +2089,46 @@ void checkSpectatorBlock(entity this)
 
 void PrintWelcomeMessage(entity this)
 {
-       if(this.motd_actived_time == 0)
+       if(CS(this).motd_actived_time == 0)
        {
                if (autocvar_g_campaign) {
                        if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
-                               this.motd_actived_time = time;
+                               CS(this).motd_actived_time = time;
                                Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
                        }
                } else {
                        if (PHYS_INPUT_BUTTON_INFO(this)) {
-                               this.motd_actived_time = time;
+                               CS(this).motd_actived_time = time;
                                Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
                        }
                }
        }
-       else if(this.motd_actived_time > 0) // showing MOTD or campaign message
+       else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
        {
                if (autocvar_g_campaign) {
                        if (PHYS_INPUT_BUTTON_INFO(this))
-                               this.motd_actived_time = time;
-                       else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
-                               this.motd_actived_time = 0;
+                               CS(this).motd_actived_time = time;
+                       else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
+                               CS(this).motd_actived_time = 0;
                                Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
                        }
                } else {
                        if (PHYS_INPUT_BUTTON_INFO(this))
-                               this.motd_actived_time = time;
-                       else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
-                               this.motd_actived_time = 0;
+                               CS(this).motd_actived_time = time;
+                       else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
+                               CS(this).motd_actived_time = 0;
                                Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
                        }
                }
        }
-       else //if(this.motd_actived_time < 0) // just connected, motd is active
+       else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
        {
                if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
-                       this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
-               else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
+                       CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
+               else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
                {
                        // instanctly hide MOTD
-                       this.motd_actived_time = 0;
+                       CS(this).motd_actived_time = 0;
                        Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
                }
        }
@@ -2081,7 +2136,7 @@ void PrintWelcomeMessage(entity this)
 
 bool joinAllowed(entity this)
 {
-       if (this.version_mismatch) return false;
+       if (CS(this).version_mismatch) return false;
        if (!nJoinAllowed(this, this)) return false;
        if (teamplay && lockteams) return false;
        if (ShowTeamSelection(this)) return false;
@@ -2089,25 +2144,208 @@ bool joinAllowed(entity this)
        return true;
 }
 
+.int items_added;
+bool PlayerThink(entity this)
+{
+       if (game_stopped || intermission_running) {
+               this.modelflags &= ~MF_ROCKET;
+               if(intermission_running)
+                       IntermissionThink(this);
+               return false;
+       }
+
+       if (timeout_status == TIMEOUT_ACTIVE) {
+        // don't allow the player to turn around while game is paused
+               // FIXME turn this into CSQC stuff
+               this.v_angle = this.lastV_angle;
+               this.angles = this.lastV_angle;
+               this.fixangle = true;
+       }
+
+       if (frametime) player_powerups(this);
+
+       if (IS_DEAD(this)) {
+               if (this.personal && g_race_qualifying) {
+                       if (time > this.respawn_time) {
+                               STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
+                               respawn(this);
+                               CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
+                       }
+               } else {
+                       if (frametime) player_anim(this);
+
+                       if (this.respawn_flags & RESPAWN_DENY)
+                       {
+                               STAT(RESPAWN_TIME, this) = 0;
+                               return false;
+                       }
+
+                       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));
+
+                       switch(this.deadflag)
+                       {
+                               case DEAD_DYING:
+                               {
+                                       if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
+                                               this.deadflag = DEAD_RESPAWNING;
+                                       else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
+                                               this.deadflag = DEAD_DEAD;
+                                       break;
+                               }
+                               case DEAD_DEAD:
+                               {
+                                       if (button_pressed)
+                                               this.deadflag = DEAD_RESPAWNABLE;
+                                       else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
+                                               this.deadflag = DEAD_RESPAWNING;
+                                       break;
+                               }
+                               case DEAD_RESPAWNABLE:
+                               {
+                                       if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
+                                               this.deadflag = DEAD_RESPAWNING;
+                                       break;
+                               }
+                               case DEAD_RESPAWNING:
+                               {
+                                       if (time > this.respawn_time)
+                                       {
+                                               this.respawn_time = time + 1; // only retry once a second
+                                               this.respawn_time_max = this.respawn_time;
+                                               respawn(this);
+                                       }
+                                       break;
+                               }
+                       }
+
+                       ShowRespawnCountdown(this);
+
+                       if (this.respawn_flags & RESPAWN_SILENT)
+                               STAT(RESPAWN_TIME, this) = 0;
+                       else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
+                       {
+                               if (time < this.respawn_time)
+                                       STAT(RESPAWN_TIME, this) = this.respawn_time;
+                               else if (this.deadflag != DEAD_RESPAWNING)
+                                       STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
+                       }
+                       else
+                               STAT(RESPAWN_TIME, this) = this.respawn_time;
+               }
+
+               // if respawning, invert stat_respawn_time to indicate this, the client translates it
+               if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
+                       STAT(RESPAWN_TIME, this) *= -1;
+
+               return false;
+       }
+
+       bool have_hook = false;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if(this.(weaponentity).hook.state)
+               {
+                       have_hook = true;
+                       break;
+               }
+       }
+       bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+       if (have_hook) {
+               do_crouch = false;
+       } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
+               do_crouch = false;
+       } else if (this.vehicle) {
+               do_crouch = false;
+       } else if (STAT(FROZEN, this)) {
+               do_crouch = false;
+    }
+
+       if (do_crouch) {
+               if (!this.crouch) {
+                       this.crouch = true;
+                       this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
+                       setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
+                       // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
+               }
+       } else if (this.crouch) {
+        tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
+        if (!trace_startsolid) {
+            this.crouch = false;
+            this.view_ofs = STAT(PL_VIEW_OFS, this);
+            setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
+        }
+       }
+
+       FixPlayermodel(this);
+
+       // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
+       //if(frametime)
+       {
+               this.items &= ~this.items_added;
+
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       W_WeaponFrame(this, weaponentity);
+
+                       if(slot == 0)
+                       {
+                               this.clip_load = this.(weaponentity).clip_load;
+                               this.clip_size = this.(weaponentity).clip_size;
+                       }
+               }
+
+               this.items_added = 0;
+               if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
+            this.items_added |= IT_FUEL;
+
+               this.items |= this.items_added;
+       }
+
+       player_regen(this);
+
+       // WEAPONTODO: Add a weapon request for this
+       // rot vortex charge to the charge limit
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               .entity weaponentity = weaponentities[slot];
+               if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
+                       this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+       }
+
+       if (frametime) player_anim(this);
+
+       // secret status
+       secrets_setstatus(this);
+
+       // monsters status
+       monsters_setstatus(this);
+
+       this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
+
+       return true;
+}
+
 void ObserverThink(entity this)
 {
-       if ( this.impulse )
+       if ( CS(this).impulse )
        {
-               MinigameImpulse(this, this.impulse);
-               this.impulse = 0;
+               MinigameImpulse(this, CS(this).impulse);
+               CS(this).impulse = 0;
        }
 
        if (this.flags & FL_JUMPRELEASED) {
                if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
                        this.flags &= ~FL_JUMPRELEASED;
                        this.flags |= FL_SPAWNING;
-               } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
+               } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
                        this.flags &= ~FL_JUMPRELEASED;
                        if(SpectateNext(this)) {
                                TRANSMUTE(Spectator, this);
                        }
                } else {
-                       int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
+                       int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
                        set_movetype(this, preferred_movetype);
                }
        } else {
@@ -2125,15 +2363,15 @@ void ObserverThink(entity this)
 
 void SpectatorThink(entity this)
 {
-       if ( this.impulse )
+       if ( CS(this).impulse )
        {
-               if(MinigameImpulse(this, this.impulse))
-                       this.impulse = 0;
+               if(MinigameImpulse(this, CS(this).impulse))
+                       CS(this).impulse = 0;
 
-               if (this.impulse == IMP_weapon_drop.impulse)
+               if (CS(this).impulse == IMP_weapon_drop.impulse)
                {
                        STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
-                       this.impulse = 0;
+                       CS(this).impulse = 0;
                        return;
                }
        }
@@ -2142,7 +2380,7 @@ void SpectatorThink(entity this)
                if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
                        this.flags &= ~FL_JUMPRELEASED;
                        this.flags |= FL_SPAWNING;
-               } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
+               } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
                        this.flags &= ~FL_JUMPRELEASED;
                        if(SpectateNext(this)) {
                                TRANSMUTE(Spectator, this);
@@ -2150,8 +2388,8 @@ void SpectatorThink(entity this)
                                TRANSMUTE(Observer, this);
                                PutClientInServer(this);
                        }
-                       this.impulse = 0;
-               } else if(this.impulse == 12 || this.impulse == 16  || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
+                       CS(this).impulse = 0;
+               } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
                        this.flags &= ~FL_JUMPRELEASED;
                        if(SpectatePrev(this)) {
                                TRANSMUTE(Spectator, this);
@@ -2159,7 +2397,7 @@ void SpectatorThink(entity this)
                                TRANSMUTE(Observer, this);
                                PutClientInServer(this);
                        }
-                       this.impulse = 0;
+                       CS(this).impulse = 0;
                } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
                        this.flags &= ~FL_JUMPRELEASED;
                        TRANSMUTE(Observer, this);
@@ -2242,19 +2480,13 @@ PlayerPreThink
 Called every frame for each client before the physics are run
 =============
 */
-.float usekeypressed;
 .float last_vehiclecheck;
-.int items_added;
 void PlayerPreThink (entity this)
 {
-       WarpZone_PlayerPhysics_FixVAngle(this);
-
-    STAT(GAMESTARTTIME, this) = game_starttime;
-       STAT(ROUNDSTARTTIME, this) = round_starttime;
-       STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
-       STAT(LEADLIMIT, this) = autocvar_leadlimit;
+       STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
+       STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
 
-       STAT(WEAPONSINMAP, this) = weaponsInMap;
+       WarpZone_PlayerPhysics_FixVAngle(this);
 
        if (frametime) {
                // physics frames: update anticheat stuff
@@ -2265,37 +2497,40 @@ void PlayerPreThink (entity this)
                // WORKAROUND: only use dropclient in server frames (frametime set).
                // Never use it in cl_movement frames (frametime zero).
                checkSpectatorBlock(this);
-    }
+       }
 
        zoomstate_set = false;
 
        // Check for nameless players
-       if (isInvisibleString(this.netname)) {
-               this.netname = strzone(sprintf("Player#%d", this.playerid));
-               // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
-       }
-       if (this.netname != this.netname_previous) {
-               if (autocvar_sv_eventlog) {
+       if (this.netname == "" || this.netname != CS(this).netname_previous)
+       {
+               bool assume_unchanged = (CS(this).netname_previous == "");
+               if (isInvisibleString(this.netname))
+               {
+                       this.netname = strzone(sprintf("Player#%d", this.playerid));
+                       assume_unchanged = false;
+                       // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
+               }
+               if (!assume_unchanged && autocvar_sv_eventlog)
                        GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
-        }
-               if (this.netname_previous) strunzone(this.netname_previous);
-               this.netname_previous = strzone(this.netname);
+               if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
+               CS(this).netname_previous = strzone(this.netname);
        }
 
        // version nagging
-       if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
-        this.version_nagtime = 0;
-        if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
+       if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
+        CS(this).version_nagtime = 0;
+        if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
             // git client
         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
             // git server
-            Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+            Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
         } else {
-            int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
+            int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
             if (r < 0) { // old client
-                Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+                Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
             } else if (r > 0) { // old server
-                Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+                Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
             }
         }
     }
@@ -2307,29 +2542,32 @@ void PlayerPreThink (entity this)
                this.max_armorvalue = 0;
        }
 
-       if (STAT(FROZEN, this) == 2)
-       {
-               this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
-               this.health = max(1, this.revive_progress * start_health);
-               this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
-
-               if (this.revive_progress >= 1)
-                       Unfreeze(this);
-       }
-       else if (STAT(FROZEN, this) == 3)
+       if(IS_PLAYER(this))
        {
-               this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
-               this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+               if (STAT(FROZEN, this) == 2)
+               {
+                       this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
+                       this.health = max(1, this.revive_progress * start_health);
+                       this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
 
-               if (this.health < 1)
+                       if (this.revive_progress >= 1)
+                               Unfreeze(this);
+               }
+               else if (STAT(FROZEN, this) == 3)
                {
-                       if (this.vehicle)
-                               vehicles_exit(this.vehicle, VHEF_RELEASE);
-                       if(this.event_damage)
-                               this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+                       this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
+                       this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+
+                       if (this.health < 1)
+                       {
+                               if (this.vehicle)
+                                       vehicles_exit(this.vehicle, VHEF_RELEASE);
+                               if(this.event_damage)
+                                       this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+                       }
+                       else if (this.revive_progress <= 0)
+                               Unfreeze(this);
                }
-               else if (this.revive_progress <= 0)
-                       Unfreeze(this);
        }
 
        MUTATOR_CALLHOOK(PlayerPreThink, this);
@@ -2356,197 +2594,19 @@ void PlayerPreThink (entity this)
                this.last_vehiclecheck = time + 1;
        }
 
-       if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
+       if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
        {
-               if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
+               if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
                        PlayerUseKey(this);
-               this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
+               CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
        }
 
        if (IS_REAL_CLIENT(this))
                PrintWelcomeMessage(this);
 
        if (IS_PLAYER(this)) {
-               CheckRules_Player(this);
-
-               if (game_stopped || intermission_running) {
-                       this.modelflags &= ~MF_ROCKET;
-                       if(intermission_running)
-                               IntermissionThink(this);
-                       return;
-               }
-
-               if (timeout_status == TIMEOUT_ACTIVE) {
-            // don't allow the player to turn around while game is paused
-                       // FIXME turn this into CSQC stuff
-                       this.v_angle = this.lastV_angle;
-                       this.angles = this.lastV_angle;
-                       this.fixangle = true;
-               }
-
-               if (frametime) player_powerups(this);
-
-               if (IS_DEAD(this)) {
-                       if (this.personal && g_race_qualifying) {
-                               if (time > this.respawn_time) {
-                                       STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
-                                       respawn(this);
-                                       this.impulse = CHIMPULSE_SPEEDRUN.impulse;
-                               }
-                       } else {
-                               if (frametime) player_anim(this);
-
-                               if (this.respawn_flags & RESPAWN_DENY)
-                               {
-                                       STAT(RESPAWN_TIME, this) = 0;
-                                       return;
-                               }
-
-                               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));
-
-                               switch(this.deadflag)
-                               {
-                                       case DEAD_DYING:
-                                       {
-                                               if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
-                                                       this.deadflag = DEAD_RESPAWNING;
-                                               else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
-                                                       this.deadflag = DEAD_DEAD;
-                                               break;
-                                       }
-                                       case DEAD_DEAD:
-                                       {
-                                               if (button_pressed)
-                                                       this.deadflag = DEAD_RESPAWNABLE;
-                                               else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
-                                                       this.deadflag = DEAD_RESPAWNING;
-                                               break;
-                                       }
-                                       case DEAD_RESPAWNABLE:
-                                       {
-                                               if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
-                                                       this.deadflag = DEAD_RESPAWNING;
-                                               break;
-                                       }
-                                       case DEAD_RESPAWNING:
-                                       {
-                                               if (time > this.respawn_time)
-                                               {
-                                                       this.respawn_time = time + 1; // only retry once a second
-                                                       this.respawn_time_max = this.respawn_time;
-                                                       respawn(this);
-                                               }
-                                               break;
-                                       }
-                               }
-
-                               ShowRespawnCountdown(this);
-
-                               if (this.respawn_flags & RESPAWN_SILENT)
-                                       STAT(RESPAWN_TIME, this) = 0;
-                               else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
-                               {
-                                       if (time < this.respawn_time)
-                                               STAT(RESPAWN_TIME, this) = this.respawn_time;
-                                       else if (this.deadflag != DEAD_RESPAWNING)
-                                               STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
-                               }
-                               else
-                                       STAT(RESPAWN_TIME, this) = this.respawn_time;
-                       }
-
-                       // if respawning, invert stat_respawn_time to indicate this, the client translates it
-                       if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
-                               STAT(RESPAWN_TIME, this) *= -1;
-
+               if(!PlayerThink(this))
                        return;
-               }
-
-               this.prevorigin = this.origin;
-
-               bool have_hook = false;
-               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-               {
-                       .entity weaponentity = weaponentities[slot];
-                       if(this.(weaponentity).hook.state)
-                       {
-                               have_hook = true;
-                               break;
-                       }
-               }
-               bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
-               if (have_hook) {
-                       do_crouch = false;
-               } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
-                       do_crouch = false;
-               } else if (this.vehicle) {
-                       do_crouch = false;
-               } else if (STAT(FROZEN, this)) {
-                       do_crouch = false;
-        }
-
-               if (do_crouch) {
-                       if (!this.crouch) {
-                               this.crouch = true;
-                               this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
-                               setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
-                               // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
-                       }
-               } else if (this.crouch) {
-            tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
-            if (!trace_startsolid) {
-                this.crouch = false;
-                this.view_ofs = STAT(PL_VIEW_OFS, this);
-                setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
-            }
-               }
-
-               FixPlayermodel(this);
-
-               // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
-               //if(frametime)
-               {
-                       this.items &= ~this.items_added;
-
-                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-                       {
-                               .entity weaponentity = weaponentities[slot];
-                               W_WeaponFrame(this, weaponentity);
-
-                               if(slot == 0)
-                               {
-                                       this.clip_load = this.(weaponentity).clip_load;
-                                       this.clip_size = this.(weaponentity).clip_size;
-                               }
-                       }
-
-                       this.items_added = 0;
-                       if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
-                this.items_added |= IT_FUEL;
-
-                       this.items |= this.items_added;
-               }
-
-               player_regen(this);
-
-               // WEAPONTODO: Add a weapon request for this
-               // rot vortex charge to the charge limit
-               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-               {
-                       .entity weaponentity = weaponentities[slot];
-                       if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
-                               this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
-               }
-
-               if (frametime) player_anim(this);
-
-               // secret status
-               secrets_setstatus(this);
-
-               // monsters status
-               monsters_setstatus(this);
-
-               this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
        }
        else if (game_stopped || intermission_running) {
                if(intermission_running)
@@ -2573,19 +2633,19 @@ void PlayerPreThink (entity this)
                SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
     }
 
-       if (this.teamkill_soundtime && time > this.teamkill_soundtime)
+       if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
        {
-               this.teamkill_soundtime = 0;
+               CS(this).teamkill_soundtime = 0;
 
-               entity e = this.teamkill_soundsource;
+               entity e = CS(this).teamkill_soundsource;
                entity oldpusher = e.pusher;
                e.pusher = this;
                PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
                e.pusher = oldpusher;
        }
 
-       if (this.taunt_soundtime && time > this.taunt_soundtime) {
-               this.taunt_soundtime = 0;
+       if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
+               CS(this).taunt_soundtime = 0;
                PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
        }
 
@@ -2603,7 +2663,7 @@ void PlayerPreThink (entity this)
 
 void DrownPlayer(entity this)
 {
-       if(IS_DEAD(this))
+       if(IS_DEAD(this) || game_stopped || time < game_starttime)
                return;
 
        if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
@@ -2611,7 +2671,6 @@ void DrownPlayer(entity this)
                if(this.air_finished < time)
                        PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
                this.air_finished = time + autocvar_g_balance_contents_drowndelay;
-               this.dmg = 2;
        }
        else if (this.air_finished < time)
        {       // drown!
@@ -2632,12 +2691,12 @@ void Player_Physics(entity this)
        if(!this.move_qcphysics)
                return;
 
-       if(!frametime && !this.pm_frametime)
+       if(!frametime && !CS(this).pm_frametime)
                return;
 
-       Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
+       Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
 
-       this.pm_frametime = 0;
+       CS(this).pm_frametime = 0;
 }
 
 /*
@@ -2647,7 +2706,6 @@ PlayerPostThink
 Called every frame for each client after the physics are run
 =============
 */
-.float idlekick_lasttimeleft;
 void PlayerPostThink (entity this)
 {
        Player_Physics(this);
@@ -2668,19 +2726,19 @@ void PlayerPostThink (entity this)
 
                if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
                { /* do nothing */ }
-               else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
+               else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
                {
-                       if (this.idlekick_lasttimeleft)
+                       if (CS(this).idlekick_lasttimeleft)
                        {
-                               this.idlekick_lasttimeleft = 0;
+                               CS(this).idlekick_lasttimeleft = 0;
                                Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
                        }
                }
                else
                {
-                       float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
+                       float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
                        if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
-                               if (!this.idlekick_lasttimeleft)
+                               if (!CS(this).idlekick_lasttimeleft)
                                        Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
                        }
                        if (timeleft <= 0) {
@@ -2689,17 +2747,16 @@ void PlayerPostThink (entity this)
                                return;
                        }
                        else if (timeleft <= 10) {
-                               if (timeleft != this.idlekick_lasttimeleft) {
+                               if (timeleft != CS(this).idlekick_lasttimeleft) {
                                    Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
                 }
-                               this.idlekick_lasttimeleft = timeleft;
+                               CS(this).idlekick_lasttimeleft = timeleft;
                        }
                }
        }
 
        CheatFrame(this);
 
-       //CheckPlayerJump();
        if (game_stopped)
        {
                this.solid = SOLID_NOT;
@@ -2714,9 +2771,8 @@ void PlayerPostThink (entity this)
                        setsize(this, this.mins, this.maxs);
                }
                DrownPlayer(this);
-               CheckRules_Player(this);
                UpdateChatBubble(this);
-               if (this.impulse) ImpulseCommands(this);
+               if (CS(this).impulse) ImpulseCommands(this);
                if (game_stopped)
                {
                        CSQCMODEL_AUTOUPDATE(this);
@@ -2734,3 +2790,43 @@ void PlayerPostThink (entity this)
 
        CSQCMODEL_AUTOUPDATE(this);
 }
+
+// hack to copy the button fields from the client entity to the Client State
+void PM_UpdateButtons(entity this, entity store)
+{
+       if(this.impulse)
+               store.impulse = this.impulse;
+       this.impulse = 0;
+
+       store.button0 = this.button0;
+       store.button2 = this.button2;
+       store.button3 = this.button3;
+       store.button4 = this.button4;
+       store.button5 = this.button5;
+       store.button6 = this.button6;
+       store.button7 = this.button7;
+       store.button8 = this.button8;
+       store.button9 = this.button9;
+       store.button10 = this.button10;
+       store.button11 = this.button11;
+       store.button12 = this.button12;
+       store.button13 = this.button13;
+       store.button14 = this.button14;
+       store.button15 = this.button15;
+       store.button16 = this.button16;
+       store.buttonuse = this.buttonuse;
+       store.buttonchat = this.buttonchat;
+
+       store.cursor_active = this.cursor_active;
+       store.cursor_screen = this.cursor_screen;
+       store.cursor_trace_start = this.cursor_trace_start;
+       store.cursor_trace_endpos = this.cursor_trace_endpos;
+       store.cursor_trace_ent = this.cursor_trace_ent;
+
+       store.ping = this.ping;
+       store.ping_packetloss = this.ping_packetloss;
+       store.ping_movementloss = this.ping_movementloss;
+
+       store.v_angle = this.v_angle;
+       store.movement = this.movement;
+}