]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Port idlekick_lasttimeleft to ClientState
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index 381373ad2bcb713d93ccc4046efa6ac2341c14ed..58bf67762fe2f852de1b335aaab134dff74170b7 100644 (file)
@@ -488,253 +488,257 @@ 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, false, 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;
+       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);
 
-       MUTATOR_CALLHOOK(PutClientInServer, this);
+       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;
+       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.strength_finished = 0;
+       this.invincible_finished = 0;
+       this.fire_endtime = -1;
+       this.revive_progress = 0;
+       this.revival_time = 0;
+       this.air_finished = time + 12;
 
-               this.viewloc = NULL;
+       entity spawnevent = new_pure(spawnevent);
+       spawnevent.owner = this;
+       Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
 
-               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;
-               }
+       // Cut off any still running player sounds.
+       stopsound(this, CH_PLAYER_SINGLE);
 
-               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.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;
+       }
+
+       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.speedrunning = false;
+       this.speedrunning = false;
 
-               target_voicescript_clear(this);
+       target_voicescript_clear(this);
 
-               // reset fields the weapons may use
-               FOREACH(Weapons, true, LAMBDA(
-                       it.wr_resetplayer(it, this);
+       // reset fields the weapons may use
+       FOREACH(Weapons, true, LAMBDA(
+               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;
+
+       antilag_clear(this, CS(this));
+}
+
+/** 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);
 
-               MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
+       // reset player keys
+       this.itemkeys = 0;
 
-               if (!warmup_stage && !this.alivetime)
-                       this.alivetime = time;
+       MUTATOR_CALLHOOK(PutClientInServer, this);
 
-               antilag_clear(this, CS(this));
+       if (IS_OBSERVER(this)) {
+               PutObserverInServer(this);
+       } else if (IS_PLAYER(this)) {
+               PutPlayerInServer(this);
        }
 }
 
@@ -817,7 +821,7 @@ 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 +834,12 @@ 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);
 }
@@ -851,19 +855,19 @@ Called when a client types 'kill' in the console
 .float clientkill_nexttime;
 void ClientKill_Now_TeamChange(entity this)
 {
-       if(this.killindicator_teamchange == -1)
+       if(CS(this).killindicator_teamchange == -1)
        {
                JoinBestTeam( this, false, true );
        }
-       else if(this.killindicator_teamchange == -2)
+       else if(CS(this).killindicator_teamchange == -2)
        {
                if(blockSpectators)
                        Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
                PutObserverInServer(this);
        }
        else
-               SV_ChangeTeam(this, this.killindicator_teamchange - 1);
-       this.killindicator_teamchange = 0;
+               SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
+       CS(this).killindicator_teamchange = 0;
 }
 
 void ClientKill_Now(entity this)
@@ -871,7 +875,7 @@ void ClientKill_Now(entity this)
        if(this.vehicle)
        {
            vehicles_exit(this.vehicle, VHEF_RELEASE);
-           if(!this.killindicator_teamchange)
+           if(!CS(this).killindicator_teamchange)
            {
             this.vehicle_health = -1;
             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
@@ -883,7 +887,7 @@ void ClientKill_Now(entity this)
 
        this.killindicator = NULL;
 
-       if(this.killindicator_teamchange)
+       if(CS(this).killindicator_teamchange)
                ClientKill_Now_TeamChange(this);
 
        if(!IS_SPEC(this) && !IS_OBSERVER(this))
@@ -946,7 +950,7 @@ void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change,
        return;
     killtime = M_ARGV(1, float);
 
-       this.killindicator_teamchange = targetteam;
+       CS(this).killindicator_teamchange = targetteam;
 
     if(!this.killindicator)
        {
@@ -1049,25 +1053,38 @@ void FixClientCvars(entity e)
        MUTATOR_CALLHOOK(FixClientCvars, e);
 }
 
-float PlayerInIDList(entity p, string idlist)
+bool findinlist_abbrev(string tofind, string list)
+{
+       // this function allows abbreviated strings!
+       FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
+       {
+               return true;
+       });
+
+       return false;
+}
+
+bool PlayerInIPList(entity p, string iplist)
 {
-       float n, i;
-       string s;
+       // 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 PlayerInIDList(player, list) || PlayerInIPList(player, list);
 }
 
 #ifdef DP_EXT_PRECONNECT
@@ -1126,10 +1143,10 @@ 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;
@@ -2647,7 +2664,6 @@ PlayerPostThink
 Called every frame for each client after the physics are run
 =============
 */
-.float idlekick_lasttimeleft;
 void PlayerPostThink (entity this)
 {
        Player_Physics(this);
@@ -2668,19 +2684,19 @@ 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) {
@@ -2689,10 +2705,10 @@ 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;
                        }
                }
        }