]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into terencehill/spectatee_status_update 354/head
authorMario <mario@smbclan.net>
Mon, 22 Aug 2016 04:13:45 +0000 (14:13 +1000)
committerMario <mario@smbclan.net>
Mon, 22 Aug 2016 04:13:45 +0000 (14:13 +1000)
1  2 
qcsrc/server/client.qc

index 0000000000000000000000000000000000000000,0c6f66a2cc2cbc23347298bf54582a29d827ecdb..06254c42a0648b877aef9adf36e4a9ca62c30aea
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,2599 +1,2605 @@@
 -void SetSpectatee(entity player, entity spectatee);
+ #include "client.qh"
+ #include "anticheat.qh"
+ #include "impulse.qh"
+ #include "player.qh"
+ #include "ipban.qh"
+ #include "miscfunctions.qh"
+ #include "portals.qh"
+ #include "teamplay.qh"
+ #include "playerdemo.qh"
+ #include "spawnpoints.qh"
+ #include "g_damage.qh"
+ #include "g_hook.qh"
+ #include "command/common.qh"
+ #include "cheats.qh"
+ #include "g_world.qh"
+ #include "race.qh"
+ #include "antilag.qh"
+ #include "campaign.qh"
+ #include "command/common.qh"
+ #include "scores_rules.qh"
+ #include "bot/api.qh"
+ #include "../common/ent_cs.qh"
+ #include <common/state.qh>
+ #include <common/effects/qc/globalsound.qh>
+ #include "../common/triggers/teleporters.qh"
+ #include "../common/vehicles/all.qh"
+ #include "weapons/hitplot.qh"
+ #include "weapons/weaponsystem.qh"
+ #include "../common/net_notice.qh"
+ #include "../common/physics/player.qh"
+ #include "../common/items/_mod.qh"
+ #include "../common/mutators/mutator/waypoints/all.qh"
+ #include "../common/triggers/subs.qh"
+ #include "../common/triggers/triggers.qh"
+ #include "../common/triggers/trigger/secret.qh"
+ #include "../common/minigames/sv_minigames.qh"
+ #include "../common/items/inventory.qh"
+ #include "../common/monsters/sv_monsters.qh"
+ #include "../lib/warpzone/server.qh"
+ STATIC_METHOD(Client, Add, void(Client this, int _team))
+ {
+     ClientConnect(this);
+     TRANSMUTE(Player, this);
+     this.frame = 12; // 7
+     this.team = _team;
+     PutClientInServer(this);
+ }
+ void PutObserverInServer(entity this);
+ STATIC_METHOD(Client, Remove, void(Client this))
+ {
+     TRANSMUTE(Observer, this);
+     PutClientInServer(this);
+     ClientDisconnect(this);
+ }
+ void send_CSQC_teamnagger() {
+       WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
+ }
+ int CountSpectators(entity player, entity to)
+ {
+       if(!player) { return 0; } // not sure how, but best to be safe
+       int spec_count = 0;
+       FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
+       {
+               spec_count++;
+       });
+       return spec_count;
+ }
+ void WriteSpectators(entity player, entity to)
+ {
+       if(!player) { return; } // not sure how, but best to be safe
+       FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
+       {
+               WriteByte(MSG_ENTITY, num_for_edict(it));
+       });
+ }
+ bool ClientData_Send(entity this, entity to, int sf)
+ {
+       assert(to == this.owner, return false);
+       entity e = to;
+       if (IS_SPEC(e)) e = e.enemy;
+       sf = 0;
+       if (e.race_completed)       sf |= 1; // forced scoreboard
+       if (to.spectatee_status)    sf |= 2; // spectator ent number follows
+       if (e.zoomstate)            sf |= 4; // zoomed
+       if (e.porto_v_angle_held)   sf |= 8; // angles held
+       if (autocvar_sv_showspectators) sf |= 16; // show spectators
+       WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
+       WriteByte(MSG_ENTITY, sf);
+       if (sf & 2)
+       {
+               WriteByte(MSG_ENTITY, to.spectatee_status);
+       }
+       if (sf & 8)
+       {
+               WriteAngle(MSG_ENTITY, e.v_angle.x);
+               WriteAngle(MSG_ENTITY, e.v_angle.y);
+       }
+       if(sf & 16)
+       {
+               float specs = CountSpectators(e, to);
+               WriteByte(MSG_ENTITY, specs);
+               WriteSpectators(e, to);
+       }
+       return true;
+ }
+ void ClientData_Attach(entity this)
+ {
+       Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
+       this.clientdata.drawonlytoclient = this;
+       this.clientdata.owner = this;
+ }
+ void ClientData_Detach(entity this)
+ {
+       delete(this.clientdata);
+       this.clientdata = NULL;
+ }
+ void ClientData_Touch(entity e)
+ {
+       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));
+ }
+ .string netname_previous;
 -      int oldspectatee_status = this.spectatee_status;
 -      if (IS_SPEC(this)) {
 -              this.spectatee_status = etof(this.enemy);
 -      } else if (IS_OBSERVER(this)) {
 -              this.spectatee_status = etof(this);
 -      } else {
 -              this.spectatee_status = 0;
 -    }
 -      if (this.spectatee_status != oldspectatee_status) {
 -              ClientData_Touch(this);
 -              if (g_race || g_cts) race_InitSpectator();
 -      }
 -
++void SetSpectatee(entity this, entity spectatee);
++void SetSpectatee_status(entity this, int spectatee_num);
+ /*
+ =============
+ CheckPlayerModel
+ Checks if the argument string can be a valid playermodel.
+ Returns a valid one in doubt.
+ =============
+ */
+ string FallbackPlayerModel;
+ string CheckPlayerModel(string plyermodel) {
+       if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
+       {
+               // note: we cannot summon Don Strunzone here, some player may
+               // still have the model string set. In case anyone manages how
+               // to change a cvar default, we'll have a small leak here.
+               FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
+       }
+       // only in right path
+       if( substring(plyermodel,0,14) != "models/player/")
+               return FallbackPlayerModel;
+       // only good file extensions
+       if(substring(plyermodel,-4,4) != ".zym")
+       if(substring(plyermodel,-4,4) != ".dpm")
+       if(substring(plyermodel,-4,4) != ".iqm")
+       if(substring(plyermodel,-4,4) != ".md3")
+       if(substring(plyermodel,-4,4) != ".psk")
+               return FallbackPlayerModel;
+       // forbid the LOD models
+       if(substring(plyermodel, -9,5) == "_lod1")
+               return FallbackPlayerModel;
+       if(substring(plyermodel, -9,5) == "_lod2")
+               return FallbackPlayerModel;
+       if(plyermodel != strtolower(plyermodel))
+               return FallbackPlayerModel;
+       // also, restrict to server models
+       if(autocvar_sv_servermodelsonly)
+       {
+               if(!fexists(plyermodel))
+                       return FallbackPlayerModel;
+       }
+       return plyermodel;
+ }
+ void setplayermodel(entity e, string modelname)
+ {
+       precache_model(modelname);
+       _setmodel(e, modelname);
+       player_setupanimsformodel(e);
+       if(!autocvar_g_debug_globalsounds)
+               UpdatePlayerSounds(e);
+ }
+ void FixPlayermodel(entity player);
+ /** putting a client as observer in the server */
+ 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);
+     }
+     {
+         entity spot = SelectSpawnPoint(this, true);
+         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
+         this.angles = spot.angles;
+         this.angles_z = 0;
+         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, NULL));
+         this.prevorigin = this.origin;
+         if (IS_REAL_CLIENT(this))
+         {
+             msg_entity = this;
+             WriteByte(MSG_ONE, SVC_SETVIEW);
+             WriteEntity(MSG_ONE, this);
+         }
+         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
+         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
+         if(!autocvar_g_debug_globalsounds)
+         {
+               // needed for player sounds
+               this.model = "";
+               FixPlayermodel(this);
+         }
+         setmodel(this, MDL_Null);
+         setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
+         this.view_ofs = '0 0 0';
+     }
+     RemoveGrapplingHook(this);
+       Portal_ClearAll(this);
+       Unfreeze(this);
+       SetSpectatee(this, NULL);
+       if (this.alivetime)
+       {
+               if (!warmup_stage)
+                       PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
+               this.alivetime = 0;
+       }
+       if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+       WaypointSprite_PlayerDead(this);
+       if (mutator_returnvalue) {
+           // mutator prevents resetting teams+score
+       } else {
+               this.team = -1;  // move this as it is needed to log the player spectating in eventlog
+         this.frags = FRAGS_SPECTATOR;
+         PlayerScore_Clear(this);  // clear scores when needed
+     }
+       if (this.killcount != FRAGS_SPECTATOR)
+       {
+               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
+               if(!intermission_running)
+               if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
+                       Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
+               if(this.just_joined == false) {
+                       LogTeamchange(this.playerid, -1, 4);
+               } else
+                       this.just_joined = false;
+       }
+       accuracy_resend(this);
+       this.spectatortime = time;
+       this.bot_attack = false;
+     this.hud = HUD_NORMAL;
+       TRANSMUTE(Observer, this);
+       this.iscreature = false;
+       this.teleportable = TELEPORT_SIMPLE;
+       this.damagedbycontents = false;
+       this.health = FRAGS_SPECTATOR;
++      SetSpectatee_status(this, etof(this));
+       this.takedamage = DAMAGE_NO;
+       this.solid = SOLID_NOT;
+       set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
+       this.flags = FL_CLIENT | FL_NOTARGET;
+       this.armorvalue = 666;
+       this.effects = 0;
+       this.armorvalue = autocvar_g_balance_armor_start;
+       this.pauserotarmor_finished = 0;
+       this.pauserothealth_finished = 0;
+       this.pauseregen_finished = 0;
+       this.damageforcescale = 0;
+       this.death_time = 0;
+       this.respawn_flags = 0;
+       this.respawn_time = 0;
+       this.stat_respawn_time = 0;
+       this.alpha = 0;
+       this.scale = 0;
+       this.fade_time = 0;
+       this.pain_frame = 0;
+       this.pain_finished = 0;
+       this.strength_finished = 0;
+       this.invincible_finished = 0;
+       this.superweapons_finished = 0;
+       this.pushltime = 0;
+       this.istypefrag = 0;
+       setthink(this, func_null);
+       this.nextthink = 0;
+       this.hook_time = 0;
+       this.deadflag = DEAD_NO;
+       this.crouch = false;
+       this.revival_time = 0;
+       this.items = 0;
+       this.weapons = '0 0 0';
+       this.drawonlytoclient = this;
+       this.weaponname = "";
+       this.weaponmodel = "";
+       for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+               this.weaponentities[slot] = NULL;
+       }
+       this.exteriorweaponentity = NULL;
+       this.killcount = FRAGS_SPECTATOR;
+       this.velocity = '0 0 0';
+       this.avelocity = '0 0 0';
+       this.punchangle = '0 0 0';
+       this.punchvector = '0 0 0';
+       this.oldvelocity = this.velocity;
+       this.fire_endtime = -1;
+       this.event_damage = func_null;
+       STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
+       STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
+       STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
+ }
+ int player_getspecies(entity this)
+ {
+       get_model_parameters(this.model, this.skin);
+       int s = get_model_parameters_species;
+       get_model_parameters(string_null, 0);
+       if (s < 0) return SPECIES_HUMAN;
+       return s;
+ }
+ .float model_randomizer;
+ void FixPlayermodel(entity player)
+ {
+       string defaultmodel = "";
+       int defaultskin = 0;
+       if(autocvar_sv_defaultcharacter)
+       {
+               if(teamplay)
+               {
+                       string s = Static_Team_ColorName_Lower(player.team);
+                       if (s != "neutral")
+                       {
+                               defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
+                               defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
+                       }
+               }
+               if(defaultmodel == "")
+               {
+                       defaultmodel = autocvar_sv_defaultplayermodel;
+                       defaultskin = autocvar_sv_defaultplayerskin;
+               }
+               int n = tokenize_console(defaultmodel);
+               if(n > 0)
+               {
+                       defaultmodel = argv(floor(n * 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))
+                                       defaultmodel = argv(i);
+               }
+               int i = strstrofs(defaultmodel, ":", 0);
+               if(i >= 0)
+               {
+                       defaultskin = stof(substring(defaultmodel, i+1, -1));
+                       defaultmodel = substring(defaultmodel, 0, i);
+               }
+       }
+       if(autocvar_sv_defaultcharacterskin && !defaultskin)
+       {
+               if(teamplay)
+               {
+                       string s = Static_Team_ColorName_Lower(player.team);
+                       if (s != "neutral")
+                               defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
+               }
+               if(!defaultskin)
+                       defaultskin = autocvar_sv_defaultplayerskin;
+       }
+       MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
+       defaultmodel = M_ARGV(0, string);
+       defaultskin = M_ARGV(1, int);
+       bool chmdl = false;
+       int oldskin;
+       if(defaultmodel != "")
+       {
+               if (defaultmodel != player.model)
+               {
+                       vector m1 = player.mins;
+                       vector m2 = player.maxs;
+                       setplayermodel (player, defaultmodel);
+                       setsize (player, m1, m2);
+                       chmdl = true;
+               }
+               oldskin = player.skin;
+               player.skin = defaultskin;
+       } else {
+               if (player.playermodel != player.model || player.playermodel == "")
+               {
+                       player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
+                       vector m1 = player.mins;
+                       vector m2 = player.maxs;
+                       setplayermodel (player, player.playermodel);
+                       setsize (player, m1, m2);
+                       chmdl = true;
+               }
+               if(!autocvar_sv_defaultcharacterskin)
+               {
+                       oldskin = player.skin;
+                       player.skin = stof(player.playerskin);
+               }
+               else
+               {
+                       oldskin = player.skin;
+                       player.skin = defaultskin;
+               }
+       }
+       if(chmdl || oldskin != player.skin) // model or skin has changed
+       {
+               player.species = player_getspecies(player); // update species
+               if(!autocvar_g_debug_globalsounds)
+                       UpdatePlayerSounds(player); // update skin sounds
+       }
+       if(!teamplay)
+               if(strlen(autocvar_sv_defaultplayercolors))
+                       if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
+                               setcolor(player, stof(autocvar_sv_defaultplayercolors));
+ }
+ /** 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 (gameover) {
+               TRANSMUTE(Observer, this);
+       }
+       SetSpectatee(this, NULL);
+       // reset player keys
+       this.itemkeys = 0;
+       MUTATOR_CALLHOOK(PutClientInServer, this);
+       if (IS_OBSERVER(this)) {
+               PutObserverInServer(this);
+       } else if (IS_PLAYER(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
+               }
+               TRANSMUTE(Player, this);
++
+               this.wasplayer = true;
+               this.iscreature = true;
+               this.teleportable = TELEPORT_NORMAL;
+               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.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.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.crouch = false;
+               this.view_ofs = STAT(PL_VIEW_OFS, NULL);
+               setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+               this.spawnorigin = spot.origin;
+               setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
+               // don't reset back to last position, even if new position is stuck in solid
+               this.oldorigin = this.origin;
+               this.prevorigin = this.origin;
+               this.lastteleporttime = time; // prevent insane speeds due to changing origin
+               this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
+               this.hud = HUD_NORMAL;
+               this.event_damage = PlayerDamage;
+               this.bot_attack = true;
+               this.monster_attack = true;
+               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)
+               {
+                       CL_SpawnWeaponentity(this, weaponentities[slot]);
+               }
+               this.alpha = default_player_alpha;
+               this.colormod = '1 1 1' * autocvar_g_player_brightness;
+               this.exteriorweaponentity.alpha = default_weapon_alpha;
+               this.speedrunning = false;
+               target_voicescript_clear(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) {
+                               this.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);
+               MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
+               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
+               }
+               PS(this).m_switchweapon = w_getbestweapon(this);
+               this.cnt = -1; // W_LastWeapon will not complain
+               PS(this).m_weapon = WEP_Null;
+               this.weaponname = "";
+               PS(this).m_switchingweapon = WEP_Null;
+               if (!warmup_stage && !this.alivetime)
+                       this.alivetime = time;
+               antilag_clear(this, CS(this));
+       }
+ }
+ void ClientInit_misc(entity this);
+ .float ebouncefactor, ebouncestop; // electro's values
+ // TODO do we need all these fields, or should we stop autodetecting runtime
+ // changes and just have a console command to update this?
+ bool ClientInit_SendEntity(entity this, entity to, int sf)
+ {
+       WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
+       return = true;
+       msg_entity = to;
+       // MSG_INIT replacement
+       // TODO: make easier to use
+       Registry_send_all();
+       W_PROP_reload(MSG_ONE, to);
+       ClientInit_misc(this);
+       MUTATOR_CALLHOOK(Ent_Init);
+ }
+ void ClientInit_misc(entity this)
+ {
+       int channel = MSG_ONE;
+       WriteHeader(channel, ENT_CLIENT_INIT);
+       WriteByte(channel, g_nexball_meter_period * 32);
+       WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
+       WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
+       WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
+       WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
+       WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
+       WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
+       WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
+       WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
+       if(sv_foginterval && world.fog != "")
+               WriteString(channel, world.fog);
+       else
+               WriteString(channel, "");
+       WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
+       WriteByte(channel, serverflags); // client has to know if it should zoom or not
+       WriteCoord(channel, autocvar_g_trueaim_minrange);
+ }
+ void ClientInit_CheckUpdate(entity this)
+ {
+       this.nextthink = time;
+       if(this.count != autocvar_g_balance_armor_blockpercent)
+       {
+               this.count = autocvar_g_balance_armor_blockpercent;
+               this.SendFlags |= 1;
+       }
+ }
+ void ClientInit_Spawn()
+ {
+       entity e = new_pure(clientinit);
+       setthink(e, ClientInit_CheckUpdate);
+       Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
+       ClientInit_CheckUpdate(e);
+ }
+ /*
+ =============
+ SetNewParms
+ =============
+ */
+ void SetNewParms ()
+ {
+       // initialize parms for a new player
+       parm1 = -(86400 * 366);
+       MUTATOR_CALLHOOK(SetNewParms);
+ }
+ /*
+ =============
+ SetChangeParms
+ =============
+ */
+ void SetChangeParms (entity this)
+ {
+       // save parms for level change
+       parm1 = this.parm_idlesince - time;
+       MUTATOR_CALLHOOK(SetChangeParms);
+ }
+ /*
+ =============
+ DecodeLevelParms
+ =============
+ */
+ void DecodeLevelParms(entity this)
+ {
+       // load parms
+       this.parm_idlesince = parm1;
+       if (this.parm_idlesince == -(86400 * 366))
+               this.parm_idlesince = time;
+       // whatever happens, allow 60 seconds of idling directly after connect for map loading
+       this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
+       MUTATOR_CALLHOOK(DecodeLevelParms);
+ }
+ /*
+ =============
+ ClientKill
+ Called when a client types 'kill' in the console
+ =============
+ */
+ .float clientkill_nexttime;
+ void ClientKill_Now_TeamChange(entity this)
+ {
+       if(this.killindicator_teamchange == -1)
+       {
+               JoinBestTeam( this, false, true );
+       }
+       else if(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;
+ }
+ void ClientKill_Now(entity this)
+ {
+       if(this.vehicle)
+       {
+           vehicles_exit(this.vehicle, VHEF_RELEASE);
+           if(!this.killindicator_teamchange)
+           {
+             this.vehicle_health = -1;
+             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
+           }
+       }
+       if(this.killindicator && !wasfreed(this.killindicator))
+               delete(this.killindicator);
+       this.killindicator = NULL;
+       if(this.killindicator_teamchange)
+               ClientKill_Now_TeamChange(this);
+       if(!IS_SPEC(this) && !IS_OBSERVER(this))
+               Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
+       // now I am sure the player IS dead
+ }
+ void KillIndicator_Think(entity this)
+ {
+       if (gameover)
+       {
+               this.owner.killindicator = NULL;
+               delete(this);
+               return;
+       }
+       if (this.owner.alpha < 0 && !this.owner.vehicle)
+       {
+               this.owner.killindicator = NULL;
+               delete(this);
+               return;
+       }
+       if(this.cnt <= 0)
+       {
+               ClientKill_Now(this.owner);
+               return;
+       }
+     else if(g_cts && this.health == 1) // health == 1 means that it's silent
+     {
+         this.nextthink = time + 1;
+         this.cnt -= 1;
+     }
+       else
+       {
+               if(this.cnt <= 10)
+                       setmodel(this, MDL_NUM(this.cnt));
+               if(IS_REAL_CLIENT(this.owner))
+               {
+                       if(this.cnt <= 10)
+                               { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
+               }
+               this.nextthink = time + 1;
+               this.cnt -= 1;
+       }
+ }
+ float clientkilltime;
+ void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
+ {
+       float killtime;
+       float starttime;
+       if (gameover)
+               return;
+       killtime = autocvar_g_balance_kill_delay;
+       if(g_race_qualifying || g_cts)
+               killtime = 0;
+     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
+       return;
+       this.killindicator_teamchange = targetteam;
+     if(!this.killindicator)
+       {
+               if(!IS_DEAD(this))
+               {
+                       killtime = max(killtime, this.clientkill_nexttime - time);
+                       this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
+               }
+               if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
+               {
+                       ClientKill_Now(this);
+               }
+               else
+               {
+                       starttime = max(time, clientkilltime);
+                       this.killindicator = spawn();
+                       this.killindicator.owner = this;
+                       this.killindicator.scale = 0.5;
+                       setattachment(this.killindicator, this, "");
+                       setorigin(this.killindicator, '0 0 52');
+                       setthink(this.killindicator, KillIndicator_Think);
+                       this.killindicator.nextthink = starttime + (this.lip) * 0.05;
+                       clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
+                       this.killindicator.cnt = ceil(killtime);
+                       this.killindicator.count = bound(0, ceil(killtime), 10);
+                       //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
+                       FOREACH_ENTITY_ENT(enemy, this,
+                       {
+                               if(it.classname != "body")
+                                       continue;
+                               it.killindicator = spawn();
+                               it.killindicator.owner = it;
+                               it.killindicator.scale = 0.5;
+                               setattachment(it.killindicator, it, "");
+                               setorigin(it.killindicator, '0 0 52');
+                               setthink(it.killindicator, KillIndicator_Think);
+                               it.killindicator.nextthink = starttime + (it.lip) * 0.05;
+                               //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
+                               it.killindicator.cnt = ceil(killtime);
+                       });
+                       this.lip = 0;
+               }
+       }
+       if(this.killindicator)
+       {
+               if(targetteam == 0) // just die
+               {
+                       this.killindicator.colormod = '0 0 0';
+                       if(IS_REAL_CLIENT(this))
+                       if(this.killindicator.cnt > 0)
+                               Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
+               }
+               else if(targetteam == -1) // auto
+               {
+                       this.killindicator.colormod = '0 1 0';
+                       if(IS_REAL_CLIENT(this))
+                       if(this.killindicator.cnt > 0)
+                               Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
+               }
+               else if(targetteam == -2) // spectate
+               {
+                       this.killindicator.colormod = '0.5 0.5 0.5';
+                       if(IS_REAL_CLIENT(this))
+                       if(this.killindicator.cnt > 0)
+                               Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
+               }
+               else
+               {
+                       this.killindicator.colormod = Team_ColorRGB(targetteam);
+                       if(IS_REAL_CLIENT(this))
+                       if(this.killindicator.cnt > 0)
+                               Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
+               }
+       }
+ }
+ void ClientKill (entity this)
+ {
+       if(gameover) return;
+       if(this.player_blocked) return;
+       if(STAT(FROZEN, this)) return;
+       ClientKill_TeamChange(this, 0);
+ }
+ void FixClientCvars(entity e)
+ {
+       // send prediction settings to the client
+       stuffcmd(e, "\nin_bindmap 0 0\n");
+       if(autocvar_g_antilag == 3) // client side hitscan
+               stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
+       if(autocvar_sv_gentle)
+               stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
+       MUTATOR_CALLHOOK(FixClientCvars, e);
+ }
+ float PlayerInIDList(entity p, string idlist)
+ {
+       float n, i;
+       string s;
+       // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
+       if (!p.crypto_idfp)
+               return 0;
+       // 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 0;
+ }
+ #ifdef DP_EXT_PRECONNECT
+ /*
+ =============
+ ClientPreConnect
+ Called once (not at each match start) when a client begins a connection to the server
+ =============
+ */
+ void ClientPreConnect ()
+ {ENGINE_EVENT();
+       if(autocvar_sv_eventlog)
+       {
+               GameLogEcho(sprintf(":connect:%d:%d:%s",
+                       this.playerid,
+                       etof(this),
+                       ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
+               ));
+       }
+ }
+ #endif
+ /**
+ =============
+ ClientConnect
+ Called when a client connects to the server
+ =============
+ */
+ void ClientConnect(entity this)
+ {
+       if (Ban_MaybeEnforceBanOnce(this)) return;
+       assert(!IS_CLIENT(this), return);
+       this.flags |= FL_CLIENT;
+       assert(player_count >= 0, player_count = 0);
+ #ifdef WATERMARK
+       Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
+ #endif
+       this.version_nagtime = time + 10 + random() * 10;
+       TRANSMUTE(Client, this);
+       // identify the right forced team
+       if (autocvar_g_campaign)
+       {
+               if (IS_REAL_CLIENT(this)) // only players, not bots
+               {
+                       switch (autocvar_g_campaign_forceteam)
+                       {
+                               case 1: this.team_forced = NUM_TEAM_1; break;
+                               case 2: this.team_forced = NUM_TEAM_2; break;
+                               case 3: this.team_forced = NUM_TEAM_3; break;
+                               case 4: this.team_forced = NUM_TEAM_4; break;
+                               default: this.team_forced = 0;
+                       }
+               }
+       }
+       else if (PlayerInIDList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
+       else if (PlayerInIDList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
+       else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
+       else if (PlayerInIDList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
+       else switch (autocvar_g_forced_team_otherwise)
+       {
+               default: this.team_forced = 0; break;
+               case "red": this.team_forced = NUM_TEAM_1; break;
+               case "blue": this.team_forced = NUM_TEAM_2; break;
+               case "yellow": this.team_forced = NUM_TEAM_3; break;
+               case "pink": this.team_forced = NUM_TEAM_4; break;
+               case "spectate":
+               case "spectator":
+                       this.team_forced = -1;
+                       break;
+       }
+       if (!teamplay && this.team_forced > 0) this.team_forced = 0;
+     {
+         int id = this.playerid;
+         this.playerid = 0; // silent
+           JoinBestTeam(this, false, false); // if the team number is valid, keep it
+           this.playerid = id;
+     }
+       if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
+               TRANSMUTE(Observer, this);
+       } else {
+               if (!teamplay || autocvar_g_balance_teams) {
+                       TRANSMUTE(Player, this);
+                       campaign_bots_may_start = true;
+               } else {
+                       TRANSMUTE(Observer, this); // do it anyway
+               }
+       }
+       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 (autocvar_sv_eventlog)
+               GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
+       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);
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
+       stuffcmd(this, clientstuff, "\n");
+       stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
+       FixClientCvars(this);
+       // get version info from player
+       stuffcmd(this, "cmd clientversion $gameversion\n");
+       // notify about available teams
+       if (teamplay)
+       {
+               CheckAllowedTeams(this);
+               int t = 0;
+               if (c1 >= 0) t |= BIT(0);
+               if (c2 >= 0) t |= BIT(1);
+               if (c3 >= 0) t |= BIT(2);
+               if (c4 >= 0) t |= BIT(3);
+               stuffcmd(this, sprintf("set _teams_available %d\n", t));
+       }
+       else
+       {
+               stuffcmd(this, "set _teams_available 0\n");
+       }
+       bot_relinkplayerlist();
+       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;
+       if (IS_REAL_CLIENT(this))
+       {
+               if (!autocvar_g_campaign)
+               {
+                       this.motd_actived_time = -1;
+                       Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
+               }
+               if (g_weaponarena_weapons == WEPSET(TUBA))
+                       stuffcmd(this, "cl_cmd settemp chase_active 1\n");
+       }
+       if (!sv_foginterval && world.fog != "")
+               stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
+       if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
+               if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
+                       send_CSQC_teamnagger();
+       CSQCMODEL_AUTOINIT(this);
+       this.model_randomizer = random();
+       if (IS_REAL_CLIENT(this))
+               sv_notice_join(this);
+       FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
+               it.init_for_player(it, this);
+       });
+       MUTATOR_CALLHOOK(ClientConnect, this);
+ }
+ /*
+ =============
+ ClientDisconnect
+ Called when a client disconnects from the server
+ =============
+ */
+ .entity chatbubbleentity;
+ void ReadyCount();
+ void ClientDisconnect(entity this)
+ {
+       assert(IS_CLIENT(this), return);
+       PlayerStats_GameReport_FinalizePlayer(this);
+       if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
+       if (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)
+               GameLogEcho(strcat(":part:", ftos(this.playerid)));
+       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
+       SetSpectatee(this, NULL);
+     MUTATOR_CALLHOOK(ClientDisconnect, this);
+       ClientState_detach(this);
+       Portal_ClearAll(this);
+       Unfreeze(this);
+       RemoveGrapplingHook(this);
+       // Here, everything has been done that requires this player to be a client.
+       this.flags &= ~FL_CLIENT;
+       if (this.chatbubbleentity) delete(this.chatbubbleentity);
+       if (this.killindicator) delete(this.killindicator);
+       WaypointSprite_PlayerGone(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);
+       this.playerid = 0;
+       ReadyCount();
+       if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
+ }
+ void ChatBubbleThink(entity this)
+ {
+       this.nextthink = time;
+       if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
+       {
+               if(this.owner) // but why can that ever be NULL?
+                       this.owner.chatbubbleentity = NULL;
+               delete(this);
+               return;
+       }
+       this.mdl = "";
+       if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
+       {
+               if ( 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";
+       }
+       if ( this.model != this.mdl )
+               _setmodel(this, this.mdl);
+ }
+ void UpdateChatBubble(entity this)
+ {
+       if (this.alpha < 0)
+               return;
+       // spawn a chatbubble entity if needed
+       if (!this.chatbubbleentity)
+       {
+               this.chatbubbleentity = new(chatbubbleentity);
+               this.chatbubbleentity.owner = this;
+               this.chatbubbleentity.exteriormodeltoclient = this;
+               setthink(this.chatbubbleentity, ChatBubbleThink);
+               this.chatbubbleentity.nextthink = time;
+               setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
+               //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
+               setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
+               setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
+               this.chatbubbleentity.mdl = this.chatbubbleentity.model;
+               //this.chatbubbleentity.model = "";
+               this.chatbubbleentity.effects = EF_LOWPRECISION;
+       }
+ }
+ // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
+ // added to the model skins
+ /*void UpdateColorModHack()
+ {
+       float c;
+       c = this.clientcolors & 15;
+       // LordHavoc: only bothering to support white, green, red, yellow, blue
+            if (!teamplay) this.colormod = '0 0 0';
+       else if (c ==  0) this.colormod = '1.00 1.00 1.00';
+       else if (c ==  3) this.colormod = '0.10 1.73 0.10';
+       else if (c ==  4) this.colormod = '1.73 0.10 0.10';
+       else if (c == 12) this.colormod = '1.22 1.22 0.10';
+       else if (c == 13) this.colormod = '0.10 0.10 1.73';
+       else this.colormod = '1 1 1';
+ }*/
+ void respawn(entity this)
+ {
+       if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
+       {
+               this.solid = SOLID_NOT;
+               this.takedamage = DAMAGE_NO;
+               set_movetype(this, MOVETYPE_FLY);
+               this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
+               this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
+               this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
+               Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
+               if(autocvar_g_respawn_ghosts_maxtime)
+                       SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
+       }
+       CopyBody(this, 1);
+       this.effects |= EF_NODRAW; // prevent another CopyBody
+       PutClientInServer(this);
+ }
+ void play_countdown(entity this, float finished, Sound samp)
+ {
+     TC(Sound, samp);
+       if(IS_REAL_CLIENT(this))
+               if(floor(finished - time - frametime) != floor(finished - time))
+                       if(finished - time < 6)
+                               sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
+ }
+ void player_powerups(entity this)
+ {
+       // add a way to see what the items were BEFORE all of these checks for the mutator hook
+       int items_prev = this.items;
+       if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
+               this.modelflags |= MF_ROCKET;
+       else
+               this.modelflags &= ~MF_ROCKET;
+       this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
+       if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
+               return;
+       Fire_ApplyDamage(this);
+       Fire_ApplyEffect(this);
+       if (!g_instagib)
+       {
+               if (this.items & ITEM_Strength.m_itemid)
+               {
+                       play_countdown(this, this.strength_finished, SND_POWEROFF);
+                       this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
+                       if (time > this.strength_finished)
+                       {
+                               this.items = this.items - (this.items & ITEM_Strength.m_itemid);
+                               //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
+                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
+                       }
+               }
+               else
+               {
+                       if (time < this.strength_finished)
+                       {
+                               this.items = this.items | ITEM_Strength.m_itemid;
+                               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
+                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
+                       }
+               }
+               if (this.items & ITEM_Shield.m_itemid)
+               {
+                       play_countdown(this, this.invincible_finished, SND_POWEROFF);
+                       this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
+                       if (time > this.invincible_finished)
+                       {
+                               this.items = this.items - (this.items & ITEM_Shield.m_itemid);
+                               //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
+                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
+                       }
+               }
+               else
+               {
+                       if (time < this.invincible_finished)
+                       {
+                               this.items = this.items | ITEM_Shield.m_itemid;
+                               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
+                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
+                       }
+               }
+               if (this.items & IT_SUPERWEAPON)
+               {
+                       if (!(this.weapons & WEPSET_SUPERWEAPONS))
+                       {
+                               this.superweapons_finished = 0;
+                               this.items = this.items - (this.items & IT_SUPERWEAPON);
+                               //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
+                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
+                       }
+                       else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
+                       {
+                               // don't let them run out
+                       }
+                       else
+                       {
+                               play_countdown(this, this.superweapons_finished, SND_POWEROFF);
+                               if (time > this.superweapons_finished)
+                               {
+                                       this.items = this.items - (this.items & IT_SUPERWEAPON);
+                                       this.weapons &= ~WEPSET_SUPERWEAPONS;
+                                       //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
+                                       Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
+                               }
+                       }
+               }
+               else if(this.weapons & WEPSET_SUPERWEAPONS)
+               {
+                       if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
+                       {
+                               this.items = this.items | IT_SUPERWEAPON;
+                               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
+                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
+                       }
+                       else
+                       {
+                               this.superweapons_finished = 0;
+                               this.weapons &= ~WEPSET_SUPERWEAPONS;
+                       }
+               }
+               else
+               {
+                       this.superweapons_finished = 0;
+               }
+       }
+       if(autocvar_g_nodepthtestplayers)
+               this.effects = this.effects | EF_NODEPTHTEST;
+       if(autocvar_g_fullbrightplayers)
+               this.effects = this.effects | EF_FULLBRIGHT;
+       if (time >= game_starttime)
+       if (time < this.spawnshieldtime)
+               this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
+       MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
+ }
+ float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
+ {
+       if(current > stable)
+               return current;
+       else if(current > stable - 0.25) // when close enough, "snap"
+               return stable;
+       else
+               return min(stable, current + (stable - current) * regenfactor * regenframetime);
+ }
+ float CalcRot(float current, float stable, float rotfactor, float rotframetime)
+ {
+       if(current < stable)
+               return current;
+       else if(current < stable + 0.25) // when close enough, "snap"
+               return stable;
+       else
+               return max(stable, current + (stable - current) * rotfactor * rotframetime);
+ }
+ float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
+ {
+       if(current > rotstable)
+       {
+               if(rotframetime > 0)
+               {
+                       current = CalcRot(current, rotstable, rotfactor, rotframetime);
+                       current = max(rotstable, current - rotlinear * rotframetime);
+               }
+       }
+       else if(current < regenstable)
+       {
+               if(regenframetime > 0)
+               {
+                       current = CalcRegen(current, regenstable, regenfactor, regenframetime);
+                       current = min(regenstable, current + regenlinear * regenframetime);
+               }
+       }
+       if(current > limit)
+               current = limit;
+       return current;
+ }
+ void player_regen(entity this)
+ {
+       float max_mod, regen_mod, rot_mod, limit_mod;
+       max_mod = regen_mod = rot_mod = limit_mod = 1;
+       float regen_health = autocvar_g_balance_health_regen;
+       float regen_health_linear = autocvar_g_balance_health_regenlinear;
+       float regen_health_rot = autocvar_g_balance_health_rot;
+       float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
+       float regen_health_stable = autocvar_g_balance_health_regenstable;
+       float regen_health_rotstable = autocvar_g_balance_health_rotstable;
+       bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
+               regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
+       max_mod = M_ARGV(1, float);
+       regen_mod = M_ARGV(2, float);
+       rot_mod = M_ARGV(3, float);
+       limit_mod = M_ARGV(4, float);
+       regen_health = M_ARGV(5, float);
+       regen_health_linear = M_ARGV(6, float);
+       regen_health_rot = M_ARGV(7, float);
+       regen_health_rotlinear = M_ARGV(8, float);
+       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;
+               regen_health_rotstable = regen_health_rotstable * max_mod;
+               regen_health_stable = regen_health_stable * max_mod;
+               limith = limith * limit_mod;
+               limita = limita * limit_mod;
+               this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
+               this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
+       }
+       // if player rotted to death...  die!
+       // check this outside above checks, as player may still be able to rot to death
+       if(this.health < 1)
+       {
+               if(this.vehicle)
+                       vehicles_exit(this.vehicle, VHEF_RELEASE);
+               if(this.event_damage)
+                       this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
+       }
+       if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
+       {
+               float minf, maxf, limitf;
+               maxf = autocvar_g_balance_fuel_rotstable;
+               minf = autocvar_g_balance_fuel_regenstable;
+               limitf = autocvar_g_balance_fuel_limit;
+               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);
+       }
+ }
+ bool zoomstate_set;
+ void SetZoomState(entity this, float z)
+ {
+       if(z != this.zoomstate)
+       {
+               this.zoomstate = z;
+               ClientData_Touch(this);
+       }
+       zoomstate_set = true;
+ }
+ void GetPressedKeys(entity this)
+ {
+       MUTATOR_CALLHOOK(GetPressedKeys, this);
+       int keys = this.pressedkeys;
+       keys = BITSET(keys, KEY_FORWARD,        this.movement.x > 0);
+       keys = BITSET(keys, KEY_BACKWARD,       this.movement.x < 0);
+       keys = BITSET(keys, KEY_RIGHT,          this.movement.y > 0);
+       keys = BITSET(keys, KEY_LEFT,           this.movement.y < 0);
+       keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
+       keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
+       keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
+       keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
+       this.pressedkeys = keys;
+ }
+ /*
+ ======================
+ spectate mode routines
+ ======================
+ */
+ void SpectateCopy(entity this, entity spectatee)
+ {
+     TC(Client, this); TC(Client, spectatee);
+       MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
+       PS(this) = PS(spectatee);
+       this.armortype = spectatee.armortype;
+       this.armorvalue = spectatee.armorvalue;
+       this.ammo_cells = spectatee.ammo_cells;
+       this.ammo_plasma = spectatee.ammo_plasma;
+       this.ammo_shells = spectatee.ammo_shells;
+       this.ammo_nails = spectatee.ammo_nails;
+       this.ammo_rockets = spectatee.ammo_rockets;
+       this.ammo_fuel = spectatee.ammo_fuel;
+       this.clip_load = spectatee.clip_load;
+       this.clip_size = spectatee.clip_size;
+       this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
+       this.health = spectatee.health;
+       this.impulse = 0;
+       this.items = spectatee.items;
+       this.last_pickup = spectatee.last_pickup;
+       this.hit_time = spectatee.hit_time;
+       this.strength_finished = spectatee.strength_finished;
+       this.invincible_finished = spectatee.invincible_finished;
+       this.pressedkeys = spectatee.pressedkeys;
+       this.weapons = spectatee.weapons;
+       this.vortex_charge = spectatee.vortex_charge;
+       this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
+       this.hagar_load = spectatee.hagar_load;
+       this.arc_heat_percent = spectatee.arc_heat_percent;
+       this.minelayer_mines = spectatee.minelayer_mines;
+       this.punchangle = spectatee.punchangle;
+       this.view_ofs = spectatee.view_ofs;
+       this.velocity = spectatee.velocity;
+       this.dmg_take = spectatee.dmg_take;
+       this.dmg_save = spectatee.dmg_save;
+       this.dmg_inflictor = spectatee.dmg_inflictor;
+       this.v_angle = spectatee.v_angle;
+       this.angles = spectatee.v_angle;
+       STAT(FROZEN, this) = STAT(FROZEN, spectatee);
+       this.revive_progress = spectatee.revive_progress;
+       if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
+               this.fixangle = true;
+       setorigin(this, spectatee.origin);
+       setsize(this, spectatee.mins, spectatee.maxs);
+       SetZoomState(this, spectatee.zoomstate);
+     anticheat_spectatecopy(this, spectatee);
+       this.hud = spectatee.hud;
+       if(spectatee.vehicle)
+     {
+       this.angles = spectatee.v_angle;
+         //this.fixangle = false;
+         //this.velocity = spectatee.vehicle.velocity;
+         this.vehicle_health = spectatee.vehicle_health;
+         this.vehicle_shield = spectatee.vehicle_shield;
+         this.vehicle_energy = spectatee.vehicle_energy;
+         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
+         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
+         this.vehicle_reload1 = spectatee.vehicle_reload1;
+         this.vehicle_reload2 = spectatee.vehicle_reload2;
+         //msg_entity = this;
+        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
+            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
+            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
+         //WriteByte (MSG_ONE, SVC_SETVIEW);
+         //    WriteEntity(MSG_ONE, this);
+         //makevectors(spectatee.v_angle);
+         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
+     }
+ }
+ bool SpectateUpdate(entity this)
+ {
+       if(!this.enemy)
+           return false;
+       if(!IS_PLAYER(this.enemy) || this == this.enemy)
+       {
+               SetSpectatee(this, NULL);
+               return false;
+       }
+       SpectateCopy(this, this.enemy);
+       return true;
+ }
+ bool SpectateSet(entity this)
+ {
+       if(!IS_PLAYER(this.enemy))
+               return false;
+       ClientData_Touch(this.enemy);
+       msg_entity = this;
+       WriteByte(MSG_ONE, SVC_SETVIEW);
+       WriteEntity(MSG_ONE, this.enemy);
+       set_movetype(this, MOVETYPE_NONE);
+       accuracy_resend(this);
+       if(!SpectateUpdate(this))
+               PutObserverInServer(this);
+       return true;
+ }
++void SetSpectatee_status(entity this, int spectatee_num)
++{
++      int oldspectatee_status = this.spectatee_status;
++      this.spectatee_status = spectatee_num;
++
++      if (this.spectatee_status != oldspectatee_status)
++      {
++              ClientData_Touch(this);
++              if (g_race || g_cts) race_InitSpectator();
++      }
++}
++
+ void SetSpectatee(entity this, entity spectatee)
+ {
+       entity old_spectatee = this.enemy;
+       this.enemy = spectatee;
+       // WEAPONTODO
+       // these are required to fix the spectator bug with arc
+       if(old_spectatee)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(old_spectatee.(weaponentity).arc_beam)
+                               old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
+               }
+       }
+       if(this.enemy)
+       {
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       if(this.enemy.(weaponentity).arc_beam)
+                               this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
+               }
+       }
++      if (this.enemy)
++              SetSpectatee_status(this, etof(this.enemy));
++
+       // needed to update spectator list
+       if(old_spectatee) { ClientData_Touch(old_spectatee); }
+ }
+ bool Spectate(entity this, entity pl)
+ {
+       if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
+               return false;
+       pl = M_ARGV(1, entity);
+       SetSpectatee(this, pl);
+       return SpectateSet(this);
+ }
+ bool SpectateNext(entity this)
+ {
+       entity ent = find(this.enemy, classname, STR_PLAYER);
+       if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
+               ent = M_ARGV(1, entity);
+       else if (!ent)
+               ent = find(ent, classname, STR_PLAYER);
+       if(ent) { SetSpectatee(this, ent); }
+       return SpectateSet(this);
+ }
+ bool SpectatePrev(entity this)
+ {
+       // NOTE: chain order is from the highest to the lower entnum (unlike find)
+       entity ent = findchain(classname, STR_PLAYER);
+       if (!ent) // no player
+               return false;
+       entity first = ent;
+       // skip players until current spectated player
+       if(this.enemy)
+       while(ent && ent != this.enemy)
+               ent = ent.chain;
+       switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
+       {
+               case MUT_SPECPREV_FOUND:
+                   ent = M_ARGV(1, entity);
+                   break;
+               case MUT_SPECPREV_RETURN:
+                   return true;
+               case MUT_SPECPREV_CONTINUE:
+               default:
+               {
+                       if(ent.chain)
+                               ent = ent.chain;
+                       else
+                               ent = first;
+                       break;
+               }
+       }
+       SetSpectatee(this, ent);
+       return SpectateSet(this);
+ }
+ /*
+ =============
+ ShowRespawnCountdown()
+ Update a respawn countdown display.
+ =============
+ */
+ void ShowRespawnCountdown(entity this)
+ {
+       float number;
+       if(!IS_DEAD(this)) // just respawned?
+               return;
+       else
+       {
+               number = ceil(this.respawn_time - time);
+               if(number <= 0)
+                       return;
+               if(number <= this.respawn_countdown)
+               {
+                       this.respawn_countdown = number - 1;
+                       if(ceil(this.respawn_time - (time + 0.5)) == number) // only say it if it is the same number even in 0.5s; to prevent overlapping sounds
+                               { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
+               }
+       }
+ }
+ .float caplayer;
+ void LeaveSpectatorMode(entity this)
+ {
+       if(this.caplayer)
+               return;
+       if(nJoinAllowed(this, this))
+       {
+               if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
+               {
+                       TRANSMUTE(Player, this);
+                       SetSpectatee(this, NULL);
+                       if(autocvar_g_campaign || autocvar_g_balance_teams)
+                               { JoinBestTeam(this, false, true); }
+                       if(autocvar_g_campaign)
+                               { campaign_bots_may_start = true; }
+                       Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
+                       PutClientInServer(this);
+                       if(IS_PLAYER(this)) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), this.netname); }
+               }
+               else
+                       stuffcmd(this, "menu_showteamselect\n");
+       }
+       else
+       {
+               // Player may not join because g_maxplayers is set
+               Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
+       }
+ }
+ /**
+  * Determines whether the player is allowed to join. This depends on cvar
+  * g_maxplayers, if it isn't used this function always return true, otherwise
+  * it checks whether the number of currently playing players exceeds g_maxplayers.
+  * @return int number of free slots for players, 0 if none
+  */
+ bool nJoinAllowed(entity this, entity ignore)
+ {
+       if(!ignore)
+       // this is called that way when checking if anyone may be able to join (to build qcstatus)
+       // so report 0 free slots if restricted
+       {
+               if(autocvar_g_forced_team_otherwise == "spectate")
+                       return false;
+               if(autocvar_g_forced_team_otherwise == "spectator")
+                       return false;
+       }
+       if(this.team_forced < 0)
+               return false; // forced spectators can never join
+       // TODO simplify this
+       int totalClients = 0;
+       int currentlyPlaying = 0;
+       FOREACH_CLIENT(true, LAMBDA(
+               if(it != ignore)
+                       ++totalClients;
+               if(IS_REAL_CLIENT(it))
+               if(IS_PLAYER(it) || it.caplayer)
+                       ++currentlyPlaying;
+       ));
+       if (!autocvar_g_maxplayers)
+               return maxclients - totalClients;
+       if(currentlyPlaying < autocvar_g_maxplayers)
+               return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
+       return false;
+ }
+ /**
+  * Checks whether the client is an observer or spectator, if so, he will get kicked after
+  * g_maxplayers_spectator_blocktime seconds
+  */
+ void checkSpectatorBlock(entity this)
+ {
+       if(IS_SPEC(this) || IS_OBSERVER(this))
+       if(!this.caplayer)
+       if(IS_REAL_CLIENT(this))
+       {
+               if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
+                       Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
+                       dropclient(this);
+               }
+       }
+ }
+ void PrintWelcomeMessage(entity this)
+ {
+       if(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;
+                               Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
+                       }
+               } else {
+                       if (PHYS_INPUT_BUTTON_INFO(this)) {
+                               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
+       {
+               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;
+                               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;
+                               Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
+                       }
+               }
+       }
+       else //if(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))
+               {
+                       // instanctly hide MOTD
+                       this.motd_actived_time = 0;
+                       Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
+               }
+       }
+ }
+ void ObserverThink(entity this)
+ {
+       if ( this.impulse )
+       {
+               MinigameImpulse(this, this.impulse);
+               this.impulse = 0;
+       }
+       if (this.flags & FL_JUMPRELEASED) {
+               if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
+                       this.flags &= ~FL_JUMPRELEASED;
+                       this.flags |= FL_SPAWNING;
+               } else if(PHYS_INPUT_BUTTON_ATCK(this) && !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);
+                       set_movetype(this, preferred_movetype);
+               }
+       } else {
+               if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
+                       this.flags |= FL_JUMPRELEASED;
+                       if(this.flags & FL_SPAWNING)
+                       {
+                               this.flags &= ~FL_SPAWNING;
+                               LeaveSpectatorMode(this);
+                               return;
+                       }
+               }
+       }
+ }
+ void SpectatorThink(entity this)
+ {
+       if ( this.impulse )
+       {
+               if(MinigameImpulse(this, this.impulse))
+                       this.impulse = 0;
+               if (this.impulse == IMP_weapon_drop.impulse)
+               {
+                       STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
+                       this.impulse = 0;
+                       return;
+               }
+       }
+       if (this.flags & FL_JUMPRELEASED) {
+               if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
+                       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)) {
+                       this.flags &= ~FL_JUMPRELEASED;
+                       if(SpectateNext(this)) {
+                               TRANSMUTE(Spectator, this);
+                       } else {
+                               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)) {
+                       this.flags &= ~FL_JUMPRELEASED;
+                       if(SpectatePrev(this)) {
+                               TRANSMUTE(Spectator, this);
+                       } else {
+                               TRANSMUTE(Observer, this);
+                               PutClientInServer(this);
+                       }
+                       this.impulse = 0;
+               } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
+                       this.flags &= ~FL_JUMPRELEASED;
+                       TRANSMUTE(Observer, this);
+                       PutClientInServer(this);
+               } else {
+                       if(!SpectateUpdate(this))
+                               PutObserverInServer(this);
+               }
+       } else {
+               if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
+                       this.flags |= FL_JUMPRELEASED;
+                       if(this.flags & FL_SPAWNING)
+                       {
+                               this.flags &= ~FL_SPAWNING;
+                               LeaveSpectatorMode(this);
+                               return;
+                       }
+               }
+               if(!SpectateUpdate(this))
+                       PutObserverInServer(this);
+       }
+       this.flags |= FL_CLIENT | FL_NOTARGET;
+ }
+ void vehicles_enter (entity pl, entity veh);
+ void PlayerUseKey(entity this)
+ {
+       if (!IS_PLAYER(this))
+               return;
+       if(this.vehicle)
+       {
+               if(!gameover)
+               {
+                       vehicles_exit(this.vehicle, VHEF_NORMAL);
+                       return;
+               }
+       }
+       else if(autocvar_g_vehicles_enter)
+       {
+               if(!STAT(FROZEN, this))
+               if(!IS_DEAD(this))
+               if(!gameover)
+               {
+                       entity head, closest_target = NULL;
+                       head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
+                       while(head) // find the closest acceptable target to enter
+                       {
+                               if(IS_VEHICLE(head))
+                               if(!IS_DEAD(head))
+                               if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
+                               if(head.takedamage != DAMAGE_NO)
+                               {
+                                       if(closest_target)
+                                       {
+                                               if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
+                                               { closest_target = head; }
+                                       }
+                                       else { closest_target = head; }
+                               }
+                               head = head.chain;
+                       }
+                       if(closest_target) { vehicles_enter(this, closest_target); return; }
+               }
+       }
+       // a use key was pressed; call handlers
+       MUTATOR_CALLHOOK(PlayerUseKey, this);
+ }
+ /*
+ =============
+ 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(WEAPONSINMAP, this) = weaponsInMap;
+       if (frametime) {
+               // physics frames: update anticheat stuff
+               anticheat_prethink(this);
+       }
+       if (blockSpectators && frametime) {
+               // 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) {
+                       GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
+         }
+               if (this.netname_previous) strunzone(this.netname_previous);
+               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) {
+             // 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);
+         } else {
+             int r = vercmp(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);
+             } else if (r > 0) { // old server
+                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
+             }
+         }
+     }
+       // GOD MODE info
+       if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
+       {
+               Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
+               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)
+       {
+               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);
+       }
+       MUTATOR_CALLHOOK(PlayerPreThink, this);
+       if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
+       if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
+       {
+               FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
+               {
+                       if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
+                       if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
+                       {
+                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
+                       }
+                       else if(!it.owner)
+                       {
+                               if(!it.team || SAME_TEAM(this, it))
+                                       Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
+                               else if(autocvar_g_vehicles_steal)
+                                       Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
+                       }
+               });
+               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(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
+                       PlayerUseKey(this);
+               this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
+       }
+       if (IS_REAL_CLIENT(this))
+               PrintWelcomeMessage(this);
+       if (IS_PLAYER(this)) {
+               CheckRules_Player(this);
+               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);
+                               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 || (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;
+               }
+               this.prevorigin = this.origin;
+               bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+               if (this.hook.state) {
+                       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);
+                       //}
+                       .entity weaponentity = weaponentities[0]; // TODO
+                       W_WeaponFrame(this, weaponentity);
+                       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
+               if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
+                       this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.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 (gameover) {
+               if (intermission_running) IntermissionThink(this);
+               return;
+       }
+       else if (IS_OBSERVER(this)) {
+               ObserverThink(this);
+       }
+       else if (IS_SPEC(this)) {
+               SpectatorThink(this);
+       }
+       // WEAPONTODO: Add weapon request for this
+       if (!zoomstate_set) {
+               SetZoomState(this,
+                       PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
+                       || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
+                       || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
+               );
+     }
+       if (this.teamkill_soundtime && time > this.teamkill_soundtime)
+       {
+               this.teamkill_soundtime = 0;
+               entity e = 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;
+               PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
+       }
+       target_voicescript_next(this);
+       // WEAPONTODO: Move into weaponsystem somehow
+       // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
+       if (PS(this).m_weapon == WEP_Null)
+               this.clip_load = this.clip_size = 0;
+ }
+ void DrownPlayer(entity this)
+ {
+       if(IS_DEAD(this))
+               return;
+       if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
+       {
+               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!
+               if (this.pain_finished < time)
+               {
+                       Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
+                       this.pain_finished = time + 0.5;
+               }
+       }
+ }
+ .bool move_qcphysics;
+ void Player_Physics(entity this)
+ {
+       set_movetype(this, ((this.move_qcphysics) ? MOVETYPE_NONE : this.move_movetype));
+       if(!this.move_qcphysics)
+               return;
+       int mt = this.move_movetype;
+       if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
+       {
+               this.move_qcphysics = false;
+               set_movetype(this, mt);
+               return;
+       }
+       if(!frametime && !this.pm_frametime)
+               return;
+       Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
+       this.pm_frametime = 0;
+ }
+ /*
+ =============
+ PlayerPostThink
+ Called every frame for each client after the physics are run
+ =============
+ */
+ .float idlekick_lasttimeleft;
+ void PlayerPostThink (entity this)
+ {
+       Player_Physics(this);
+       if (sv_maxidle > 0)
+       if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
+       if (IS_REAL_CLIENT(this))
+       if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
+       {
+               int totalClients = 0;
+               if(sv_maxidle_slots > 0)
+               {
+                       FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
+                       {
+                               ++totalClients;
+                       });
+               }
+               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
+               {
+                       if (this.idlekick_lasttimeleft)
+                       {
+                               this.idlekick_lasttimeleft = 0;
+                               Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
+                       }
+               }
+               else
+               {
+                       float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
+                       if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
+                               if (!this.idlekick_lasttimeleft)
+                                       Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
+                       }
+                       if (timeleft <= 0) {
+                               Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
+                               dropclient(this);
+                               return;
+                       }
+                       else if (timeleft <= 10) {
+                               if (timeleft != this.idlekick_lasttimeleft) {
+                                   Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
+                 }
+                               this.idlekick_lasttimeleft = timeleft;
+                       }
+               }
+       }
+       CheatFrame(this);
+       //CheckPlayerJump();
+       if (IS_PLAYER(this)) {
+               DrownPlayer(this);
+               CheckRules_Player(this);
+               UpdateChatBubble(this);
+               if (this.impulse) ImpulseCommands(this);
+               if (intermission_running) return; // intermission or finale
+               GetPressedKeys(this);
+       }
+       if (this.waypointsprite_attachedforcarrier) {
+           vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
+               WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
+     }
+       playerdemo_write(this);
+       CSQCMODEL_AUTOUPDATE(this);
+ }