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Fix compilation units
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/resources/sv_resources.qh>
34 #include <common/state.qh>
35 #include <common/stats.qh>
36 #include <common/vehicles/all.qh>
37 #include <common/vehicles/sv_vehicles.qh>
38 #include <common/viewloc.qh>
39 #include <common/weapons/_all.qh>
40 #include <common/weapons/weapon/vortex.qh>
41 #include <common/wepent.qh>
42 #include <lib/csqcmodel/sv_model.qh>
43 #include <lib/warpzone/common.qh>
44 #include <lib/warpzone/server.qh>
45 #include <server/anticheat.qh>
46 #include <server/antilag.qh>
47 #include <server/bot/api.qh>
48 #include <server/bot/default/cvars.qh>
49 #include <server/bot/default/waypoints.qh>
50 #include <server/campaign.qh>
51 #include <server/chat.qh>
52 #include <server/cheats.qh>
53 #include <server/clientkill.qh>
54 #include <server/command/common.qh>
55 #include <server/command/common.qh>
56 #include <server/command/vote.qh>
57 #include <server/compat/quake3.qh>
58 #include <server/damage.qh>
59 #include <server/gamelog.qh>
60 #include <server/handicap.qh>
61 #include <server/hook.qh>
62 #include <server/impulse.qh>
63 #include <server/intermission.qh>
64 #include <server/ipban.qh>
65 #include <server/main.qh>
66 #include <server/mutators/_mod.qh>
67 #include <server/player.qh>
68 #include <server/portals.qh>
69 #include <server/race.qh>
70 #include <server/scores.qh>
71 #include <server/scores_rules.qh>
72 #include <server/spawnpoints.qh>
73 #include <server/teamplay.qh>
74 #include <server/weapons/accuracy.qh>
75 #include <server/weapons/common.qh>
76 #include <server/weapons/hitplot.qh>
77 #include <server/weapons/selection.qh>
78 #include <server/weapons/tracing.qh>
79 #include <server/weapons/weaponsystem.qh>
80 #include <server/world.qh>
81
82 STATIC_METHOD(Client, Add, void(Client this, int _team))
83 {
84     ClientConnect(this);
85     TRANSMUTE(Player, this);
86     this.frame = 12; // 7
87     this.team = _team;
88     PutClientInServer(this);
89 }
90
91 STATIC_METHOD(Client, Remove, void(Client this))
92 {
93     TRANSMUTE(Observer, this);
94     PutClientInServer(this);
95     ClientDisconnect(this);
96 }
97
98 void send_CSQC_teamnagger() {
99         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
100 }
101
102 int CountSpectators(entity player, entity to)
103 {
104         if(!player) { return 0; } // not sure how, but best to be safe
105
106         int spec_count = 0;
107
108         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109         {
110                 spec_count++;
111         });
112
113         return spec_count;
114 }
115
116 void WriteSpectators(entity player, entity to)
117 {
118         if(!player) { return; } // not sure how, but best to be safe
119
120         int spec_count = 0;
121         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122         {
123                 if(spec_count >= MAX_SPECTATORS)
124                         break;
125                 WriteByte(MSG_ENTITY, num_for_edict(it));
126                 ++spec_count;
127         });
128 }
129
130 bool ClientData_Send(entity this, entity to, int sf)
131 {
132         assert(to == this.owner, return false);
133
134         entity e = to;
135         if (IS_SPEC(e)) e = e.enemy;
136
137         sf = 0;
138         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
139         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
140         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
141         if (observe_blocked_if_eliminated && INGAME(to))
142                                         sf |= BIT(3); // observing blocked
143         if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
144                                         sf |= BIT(4); // show spectators
145
146         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
147         WriteByte(MSG_ENTITY, sf);
148
149         if (sf & BIT(1))
150                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
151
152         if(sf & BIT(4))
153         {
154                 float specs = CountSpectators(e, to);
155                 WriteByte(MSG_ENTITY, specs);
156                 WriteSpectators(e, to);
157         }
158
159         return true;
160 }
161
162 void ClientData_Attach(entity this)
163 {
164         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
165         CS(this).clientdata.drawonlytoclient = this;
166         CS(this).clientdata.owner = this;
167 }
168
169 void ClientData_Detach(entity this)
170 {
171         delete(CS(this).clientdata);
172         CS(this).clientdata = NULL;
173 }
174
175 void ClientData_Touch(entity e)
176 {
177         entity cd = CS(e).clientdata;
178         if (cd) { cd.SendFlags = 1; }
179
180         // make it spectatable
181         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
182         {
183                 entity cd = CS(it).clientdata;
184                 if (cd) { cd.SendFlags = 1; }
185         });
186 }
187
188
189 /*
190 =============
191 CheckPlayerModel
192
193 Checks if the argument string can be a valid playermodel.
194 Returns a valid one in doubt.
195 =============
196 */
197 string FallbackPlayerModel;
198 string CheckPlayerModel(string plyermodel) {
199         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
200         {
201                 // note: we cannot summon Don Strunzone here, some player may
202                 // still have the model string set. In case anyone manages how
203                 // to change a cvar default, we'll have a small leak here.
204                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
205         }
206         // only in right path
207         if(substring(plyermodel, 0, 14) != "models/player/")
208                 return FallbackPlayerModel;
209         // only good file extensions
210         if(substring(plyermodel, -4, 4) != ".iqm"
211                 && substring(plyermodel, -4, 4) != ".zym"
212                 && substring(plyermodel, -4, 4) != ".dpm"
213                 && substring(plyermodel, -4, 4) != ".md3"
214                 && substring(plyermodel, -4, 4) != ".psk")
215         {
216                 return FallbackPlayerModel;
217         }
218         // forbid the LOD models
219         if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
220                 return FallbackPlayerModel;
221         if(plyermodel != strtolower(plyermodel))
222                 return FallbackPlayerModel;
223         // also, restrict to server models
224         if(autocvar_sv_servermodelsonly)
225         {
226                 if(!fexists(plyermodel))
227                         return FallbackPlayerModel;
228         }
229         return plyermodel;
230 }
231
232 void setplayermodel(entity e, string modelname)
233 {
234         precache_model(modelname);
235         _setmodel(e, modelname);
236         player_setupanimsformodel(e);
237         if(!autocvar_g_debug_globalsounds)
238                 UpdatePlayerSounds(e);
239 }
240
241 /** putting a client as observer in the server */
242 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
243 {
244         bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
245         bool recount_ready = false;
246         PlayerState_detach(this);
247
248         if (IS_PLAYER(this))
249         {
250                 if(GetResource(this, RES_HEALTH) >= 1)
251                 {
252                         // despawn effect
253                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
254                 }
255
256                 // was a player, recount votes and ready status
257                 if(IS_REAL_CLIENT(this))
258                 {
259                         if (vote_called) { VoteCount(false); }
260                         this.ready = false;
261                         if (warmup_stage || game_starttime > time) recount_ready = true;
262                 }
263                 entcs_update_players(this);
264         }
265
266         if (use_spawnpoint)
267         {
268                 entity spot = SelectSpawnPoint(this, true);
269                 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
270                 this.angles = vec2(spot.angles);
271                 // offset it so that the spectator spawns higher off the ground, looks better this way
272                 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
273         }
274         else // change origin to restore previous view origin
275                 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
276         this.fixangle = true;
277
278         if (IS_REAL_CLIENT(this))
279         {
280                 msg_entity = this;
281                 WriteByte(MSG_ONE, SVC_SETVIEW);
282                 WriteEntity(MSG_ONE, this);
283         }
284         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
285         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
286         if(!autocvar_g_debug_globalsounds)
287         {
288                 // needed for player sounds
289                 this.model = "";
290                 FixPlayermodel(this);
291         }
292         setmodel(this, MDL_Null);
293         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
294         this.view_ofs = '0 0 0';
295
296         RemoveGrapplingHooks(this);
297         Portal_ClearAll(this);
298         Unfreeze(this, false);
299         SetSpectatee(this, NULL);
300
301         if (this.alivetime)
302         {
303                 if (!warmup_stage)
304                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
305                 this.alivetime = 0;
306         }
307
308         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
309
310         TRANSMUTE(Observer, this);
311
312         if(recount_ready) ReadyCount(); // FIXME: please add comment about why this is delayed
313
314         WaypointSprite_PlayerDead(this);
315         accuracy_resend(this);
316
317         if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
318                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
319
320         CS(this).spectatortime = time;
321         if(this.bot_attack)
322                 IL_REMOVE(g_bot_targets, this);
323         this.bot_attack = false;
324         if(this.monster_attack)
325                 IL_REMOVE(g_monster_targets, this);
326         this.monster_attack = false;
327         STAT(HUD, this) = HUD_NORMAL;
328         this.iscreature = false;
329         this.teleportable = TELEPORT_SIMPLE;
330         if(this.damagedbycontents)
331                 IL_REMOVE(g_damagedbycontents, this);
332         this.damagedbycontents = false;
333         SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
334         SetSpectatee_status(this, etof(this));
335         this.takedamage = DAMAGE_NO;
336         this.solid = SOLID_NOT;
337         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
338         this.flags = FL_CLIENT | FL_NOTARGET;
339         this.effects = 0;
340         SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
341         this.pauserotarmor_finished = 0;
342         this.pauserothealth_finished = 0;
343         this.pauseregen_finished = 0;
344         this.damageforcescale = 0;
345         this.death_time = 0;
346         this.respawn_flags = 0;
347         this.respawn_time = 0;
348         STAT(RESPAWN_TIME, this) = 0;
349         this.alpha = 0;
350         this.scale = 0;
351         this.fade_time = 0;
352         this.pain_finished = 0;
353         STAT(AIR_FINISHED, this) = 0;
354         //this.dphitcontentsmask = 0;
355         this.dphitcontentsmask = DPCONTENTS_SOLID;
356         if (autocvar_g_playerclip_collisions)
357                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
358         this.pushltime = 0;
359         this.istypefrag = 0;
360         setthink(this, func_null);
361         this.nextthink = 0;
362         this.deadflag = DEAD_NO;
363         UNSET_DUCKED(this);
364         STAT(REVIVE_PROGRESS, this) = 0;
365         this.revival_time = 0;
366         this.draggable = drag_undraggable;
367
368         player_powerups_remove_all(this);
369         this.items = 0;
370         STAT(WEAPONS, this) = '0 0 0';
371         this.drawonlytoclient = this;
372
373         this.viewloc = NULL;
374
375         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
376
377         this.weaponmodel = "";
378         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
379         {
380                 this.weaponentities[slot] = NULL;
381         }
382         this.exteriorweaponentity = NULL;
383         CS(this).killcount = FRAGS_SPECTATOR;
384         this.velocity = '0 0 0';
385         this.avelocity = '0 0 0';
386         this.punchangle = '0 0 0';
387         this.punchvector = '0 0 0';
388         this.oldvelocity = this.velocity;
389         this.event_damage = func_null;
390         this.event_heal = func_null;
391
392         for(int slot = 0; slot < MAX_AXH; ++slot)
393         {
394                 entity axh = this.(AuxiliaryXhair[slot]);
395                 this.(AuxiliaryXhair[slot]) = NULL;
396
397                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
398                         delete(axh);
399         }
400
401         if (mutator_returnvalue)
402         {
403                 // mutator prevents resetting teams+score
404         }
405         else
406         {
407                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
408                 this.frags = FRAGS_SPECTATOR;
409         }
410
411         bot_relinkplayerlist();
412
413         if (CS(this).just_joined)
414                 CS(this).just_joined = false;
415         if (this.wants_join)
416                 this.wants_join = 0;
417 }
418
419 int player_getspecies(entity this)
420 {
421         get_model_parameters(this.model, this.skin);
422         int s = get_model_parameters_species;
423         get_model_parameters(string_null, 0);
424         if (s < 0) return SPECIES_HUMAN;
425         return s;
426 }
427
428 .float model_randomizer;
429 void FixPlayermodel(entity player)
430 {
431         string defaultmodel = "";
432         int defaultskin = 0;
433         if(autocvar_sv_defaultcharacter)
434         {
435                 if(teamplay)
436                 {
437                         switch(player.team)
438                         {
439                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
440                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
441                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
442                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
443                         }
444                 }
445
446                 if(defaultmodel == "")
447                 {
448                         defaultmodel = autocvar_sv_defaultplayermodel;
449                         defaultskin = autocvar_sv_defaultplayerskin;
450                 }
451
452                 int n = tokenize_console(defaultmodel);
453                 if(n > 0)
454                 {
455                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
456                         // However, do NOT randomize if the player-selected model is in the list.
457                         for (int i = 0; i < n; ++i)
458                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
459                                         defaultmodel = argv(i);
460                 }
461
462                 int i = strstrofs(defaultmodel, ":", 0);
463                 if(i >= 0)
464                 {
465                         defaultskin = stof(substring(defaultmodel, i+1, -1));
466                         defaultmodel = substring(defaultmodel, 0, i);
467                 }
468         }
469         if(autocvar_sv_defaultcharacterskin && !defaultskin)
470         {
471                 if(teamplay)
472                 {
473                         switch(player.team)
474                         {
475                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
476                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
477                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
478                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
479                         }
480                 }
481
482                 if(!defaultskin)
483                         defaultskin = autocvar_sv_defaultplayerskin;
484         }
485
486         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
487         defaultmodel = M_ARGV(0, string);
488         defaultskin = M_ARGV(1, int);
489
490         bool chmdl = false;
491         int oldskin;
492         if(defaultmodel != "")
493         {
494                 if (defaultmodel != player.model)
495                 {
496                         vector m1 = player.mins;
497                         vector m2 = player.maxs;
498                         setplayermodel (player, defaultmodel);
499                         setsize (player, m1, m2);
500                         chmdl = true;
501                 }
502
503                 oldskin = player.skin;
504                 player.skin = defaultskin;
505         } else {
506                 if (player.playermodel != player.model || player.playermodel == "")
507                 {
508                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
509                         vector m1 = player.mins;
510                         vector m2 = player.maxs;
511                         setplayermodel (player, player.playermodel);
512                         setsize (player, m1, m2);
513                         chmdl = true;
514                 }
515
516                 if(!autocvar_sv_defaultcharacterskin)
517                 {
518                         oldskin = player.skin;
519                         player.skin = stof(player.playerskin);
520                 }
521                 else
522                 {
523                         oldskin = player.skin;
524                         player.skin = defaultskin;
525                 }
526         }
527
528         if(chmdl || oldskin != player.skin) // model or skin has changed
529         {
530                 player.species = player_getspecies(player); // update species
531                 if(!autocvar_g_debug_globalsounds)
532                         UpdatePlayerSounds(player); // update skin sounds
533         }
534
535         if(!teamplay)
536                 if(strlen(autocvar_sv_defaultplayercolors))
537                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
538                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
539 }
540
541 void GiveWarmupResources(entity this)
542 {
543         SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
544         SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
545         SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
546         SetResource(this, RES_CELLS, warmup_start_ammo_cells);
547         SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
548         SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
549         SetResource(this, RES_HEALTH, warmup_start_health);
550         SetResource(this, RES_ARMOR, warmup_start_armorvalue);
551         STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
552 }
553
554 void PutPlayerInServer(entity this)
555 {
556         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
557
558         PlayerState_attach(this);
559         accuracy_resend(this);
560
561         if (teamplay && this.bot_forced_team)
562                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
563
564         if (this.team < 0)
565                 TeamBalance_JoinBestTeam(this);
566
567         entity spot = SelectSpawnPoint(this, false);
568         if (!spot) {
569                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
570                 return; // spawn failed
571         }
572
573         TRANSMUTE(Player, this);
574
575         CS(this).wasplayer = true;
576         this.iscreature = true;
577         this.teleportable = TELEPORT_NORMAL;
578         if(!this.damagedbycontents)
579                 IL_PUSH(g_damagedbycontents, this);
580         this.damagedbycontents = true;
581         set_movetype(this, MOVETYPE_WALK);
582         this.solid = SOLID_SLIDEBOX;
583         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
584         if (autocvar_g_playerclip_collisions)
585                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
586         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
587                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
588         this.frags = FRAGS_PLAYER;
589         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
590         this.flags = FL_CLIENT | FL_PICKUPITEMS;
591         if (autocvar__notarget)
592                 this.flags |= FL_NOTARGET;
593         this.takedamage = DAMAGE_AIM;
594         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
595
596         if (warmup_stage)
597                 GiveWarmupResources(this);
598         else
599         {
600                 SetResource(this, RES_SHELLS, start_ammo_shells);
601                 SetResource(this, RES_BULLETS, start_ammo_nails);
602                 SetResource(this, RES_ROCKETS, start_ammo_rockets);
603                 SetResource(this, RES_CELLS, start_ammo_cells);
604                 SetResource(this, RES_PLASMA, start_ammo_plasma);
605                 SetResource(this, RES_FUEL, start_ammo_fuel);
606                 SetResource(this, RES_HEALTH, start_health);
607                 SetResource(this, RES_ARMOR, start_armorvalue);
608                 STAT(WEAPONS, this) = start_weapons;
609                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
610                 {
611                         GiveRandomWeapons(this, random_start_weapons_count,
612                                 autocvar_g_random_start_weapons, random_start_ammo);
613                 }
614         }
615         SetSpectatee_status(this, 0);
616
617         PS(this).dual_weapons = '0 0 0';
618
619         if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
620                 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
621
622         this.items = start_items;
623
624         float shieldtime = time + autocvar_g_spawnshieldtime;
625
626         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
627         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
628         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
629         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
630         if (!sv_ready_restart_after_countdown && time < game_starttime)
631         {
632                 float f = game_starttime - time;
633                 shieldtime += f;
634                 this.pauserotarmor_finished += f;
635                 this.pauserothealth_finished += f;
636                 this.pauseregen_finished += f;
637         }
638
639         StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
640
641         this.damageforcescale = autocvar_g_player_damageforcescale;
642         this.death_time = 0;
643         this.respawn_flags = 0;
644         this.respawn_time = 0;
645         STAT(RESPAWN_TIME, this) = 0;
646         this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
647         this.fade_time = 0;
648         this.pain_finished = 0;
649         this.pushltime = 0;
650         setthink(this, func_null); // players have no think function
651         this.nextthink = 0;
652         this.dmg_team = 0;
653         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
654
655         this.deadflag = DEAD_NO;
656
657         this.angles = spot.angles;
658         this.angles_z = 0; // never spawn tilted even if the spot says to
659         if (IS_BOT_CLIENT(this))
660         {
661                 this.v_angle = this.angles;
662                 bot_aim_reset(this);
663         }
664         this.fixangle = true; // turn this way immediately
665         this.oldvelocity = this.velocity = '0 0 0';
666         this.avelocity = '0 0 0';
667         this.punchangle = '0 0 0';
668         this.punchvector = '0 0 0';
669
670         STAT(REVIVE_PROGRESS, this) = 0;
671         this.revival_time = 0;
672
673         STAT(AIR_FINISHED, this) = 0;
674         this.waterlevel = WATERLEVEL_NONE;
675         this.watertype = CONTENT_EMPTY;
676
677         entity spawnevent = new_pure(spawnevent);
678         spawnevent.owner = this;
679         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
680
681         // Cut off any still running player sounds.
682         stopsound(this, CH_PLAYER_SINGLE);
683
684         this.model = "";
685         FixPlayermodel(this);
686         this.drawonlytoclient = NULL;
687
688         this.viewloc = NULL;
689
690         for(int slot = 0; slot < MAX_AXH; ++slot)
691         {
692                 entity axh = this.(AuxiliaryXhair[slot]);
693                 this.(AuxiliaryXhair[slot]) = NULL;
694
695                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
696                         delete(axh);
697         }
698
699         this.spawnpoint_targ = NULL;
700
701         UNSET_DUCKED(this);
702         this.view_ofs = STAT(PL_VIEW_OFS, this);
703         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
704         this.spawnorigin = spot.origin;
705         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
706         // don't reset back to last position, even if new position is stuck in solid
707         this.oldorigin = this.origin;
708         if(this.conveyor)
709                 IL_REMOVE(g_conveyed, this);
710         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
711         if(this.swampslug)
712                 IL_REMOVE(g_swamped, this);
713         this.swampslug = NULL;
714         this.swamp_interval = 0;
715         if(this.ladder_entity)
716                 IL_REMOVE(g_ladderents, this);
717         this.ladder_entity = NULL;
718         IL_EACH(g_counters, it.realowner == this,
719         {
720                 delete(it);
721         });
722         STAT(HUD, this) = HUD_NORMAL;
723
724         this.event_damage = PlayerDamage;
725         this.event_heal = PlayerHeal;
726
727         this.draggable = func_null;
728
729         if(!this.bot_attack)
730                 IL_PUSH(g_bot_targets, this);
731         this.bot_attack = true;
732         if(!this.monster_attack)
733                 IL_PUSH(g_monster_targets, this);
734         this.monster_attack = true;
735         navigation_dynamicgoal_init(this, false);
736
737         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
738
739         // player was spectator
740         if (CS(this).killcount == FRAGS_SPECTATOR) {
741                 PlayerScore_Clear(this);
742                 CS(this).killcount = 0;
743                 CS(this).startplaytime = time;
744         }
745
746         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
747         {
748                 .entity weaponentity = weaponentities[slot];
749                 CL_SpawnWeaponentity(this, weaponentity);
750         }
751         this.alpha = default_player_alpha;
752         this.colormod = '1 1 1' * autocvar_g_player_brightness;
753         this.exteriorweaponentity.alpha = default_weapon_alpha;
754
755         this.speedrunning = false;
756
757         this.counter_cnt = 0;
758         this.fragsfilter_cnt = 0;
759
760         target_voicescript_clear(this);
761
762         // reset fields the weapons may use
763         FOREACH(Weapons, true, {
764                 it.wr_resetplayer(it, this);
765                         // reload all reloadable weapons
766                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
767                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
768                         {
769                                 .entity weaponentity = weaponentities[slot];
770                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
771                         }
772                 }
773         });
774
775         Unfreeze(this, false);
776
777         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
778         {
779                 string s = spot.target;
780                 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
781                         spot.target = string_null;
782                 SUB_UseTargets(spot, this, NULL);
783                 if(g_assault || g_race)
784                         spot.target = s;
785         }
786
787         if (autocvar_spawn_debug)
788         {
789                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
790                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
791         }
792
793         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
794         {
795                 .entity weaponentity = weaponentities[slot];
796                 entity w_ent = this.(weaponentity);
797                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
798                         w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
799                 else
800                         w_ent.m_switchweapon = WEP_Null;
801                 w_ent.m_weapon = WEP_Null;
802                 w_ent.weaponname = "";
803                 w_ent.m_switchingweapon = WEP_Null;
804                 w_ent.cnt = -1;
805         }
806
807         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
808
809         if (CS(this).impulse) ImpulseCommands(this);
810
811         W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
812         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
813         {
814                 .entity weaponentity = weaponentities[slot];
815                 W_WeaponFrame(this, weaponentity);
816         }
817
818         if (!warmup_stage && !this.alivetime)
819                 this.alivetime = time;
820
821         antilag_clear(this, CS(this));
822
823         if (warmup_stage < 0 || warmup_stage > 1)
824                 ReadyCount();
825 }
826
827 /** Called when a client spawns in the server */
828 void PutClientInServer(entity this)
829 {
830         if (IS_REAL_CLIENT(this)) {
831                 msg_entity = this;
832                 WriteByte(MSG_ONE, SVC_SETVIEW);
833                 WriteEntity(MSG_ONE, this);
834         }
835         if (game_stopped)
836                 TRANSMUTE(Observer, this);
837
838         bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
839         SetSpectatee(this, NULL);
840
841         // reset player keys
842         if(PS(this))
843                 PS(this).itemkeys = 0;
844
845         MUTATOR_CALLHOOK(PutClientInServer, this);
846
847         if (IS_OBSERVER(this)) {
848                 PutObserverInServer(this, false, use_spawnpoint);
849         } else if (IS_PLAYER(this)) {
850                 PutPlayerInServer(this);
851         }
852
853         bot_relinkplayerlist();
854 }
855
856 // TODO do we need all these fields, or should we stop autodetecting runtime
857 // changes and just have a console command to update this?
858 bool ClientInit_SendEntity(entity this, entity to, int sf)
859 {
860         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
861         return = true;
862         msg_entity = to;
863         // MSG_INIT replacement
864         // TODO: make easier to use
865         Registry_send_all();
866         W_PROP_reload(MSG_ONE, to);
867         ClientInit_misc(this);
868         MUTATOR_CALLHOOK(Ent_Init);
869 }
870 void ClientInit_misc(entity this)
871 {
872         int channel = MSG_ONE;
873         WriteHeader(channel, ENT_CLIENT_INIT);
874         WriteByte(channel, g_nexball_meter_period * 32);
875         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
876         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
877         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
878         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
879         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
880         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
881         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
882         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
883
884         if(autocvar_sv_foginterval && world.fog != "")
885                 WriteString(channel, world.fog);
886         else
887                 WriteString(channel, "");
888         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
889         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
890         WriteByte(channel, serverflags);
891         WriteCoord(channel, autocvar_g_trueaim_minrange);
892 }
893
894 void ClientInit_CheckUpdate(entity this)
895 {
896         this.nextthink = time;
897         if(this.count != autocvar_g_balance_armor_blockpercent)
898         {
899                 this.count = autocvar_g_balance_armor_blockpercent;
900                 this.SendFlags |= 1;
901         }
902         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
903         {
904                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
905                 this.SendFlags |= 1;
906         }
907 }
908
909 void ClientInit_Spawn()
910 {
911         entity e = new_pure(clientinit);
912         setthink(e, ClientInit_CheckUpdate);
913         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
914
915         ClientInit_CheckUpdate(e);
916 }
917
918 /*
919 =============
920 SetNewParms
921 =============
922 */
923 void SetNewParms ()
924 {
925         // initialize parms for a new player
926         parm1 = -(86400 * 366);
927
928         MUTATOR_CALLHOOK(SetNewParms);
929 }
930
931 /*
932 =============
933 SetChangeParms
934 =============
935 */
936 void SetChangeParms (entity this)
937 {
938         // save parms for level change
939         parm1 = CS(this).parm_idlesince - time;
940
941         MUTATOR_CALLHOOK(SetChangeParms);
942 }
943
944 /*
945 =============
946 DecodeLevelParms
947 =============
948 */
949 void DecodeLevelParms(entity this)
950 {
951         // load parms
952         CS(this).parm_idlesince = parm1;
953         if (CS(this).parm_idlesince == -(86400 * 366))
954                 CS(this).parm_idlesince = time;
955
956         // whatever happens, allow 60 seconds of idling directly after connect for map loading
957         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
958
959         MUTATOR_CALLHOOK(DecodeLevelParms);
960 }
961
962 void FixClientCvars(entity e)
963 {
964         // send prediction settings to the client
965         if(autocvar_g_antilag == 3) // client side hitscan
966                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
967         if(autocvar_sv_gentle)
968                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
969
970         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
971         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
972
973         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
974
975         MUTATOR_CALLHOOK(FixClientCvars, e);
976 }
977
978 bool findinlist_abbrev(string tofind, string list)
979 {
980         if(list == "" || tofind == "")
981                 return false; // empty list or search, just return
982
983         // this function allows abbreviated strings!
984         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
985         {
986                 return true;
987         });
988
989         return false;
990 }
991
992 bool PlayerInIPList(entity p, string iplist)
993 {
994         // some safety checks (never allow local?)
995         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
996                 return false;
997
998         return findinlist_abbrev(p.netaddress, iplist);
999 }
1000
1001 bool PlayerInIDList(entity p, string idlist)
1002 {
1003         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1004         if(!p.crypto_idfp)
1005                 return false;
1006
1007         return findinlist_abbrev(p.crypto_idfp, idlist);
1008 }
1009
1010 bool PlayerInList(entity player, string list)
1011 {
1012         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1013 }
1014
1015 #ifdef DP_EXT_PRECONNECT
1016 /*
1017 =============
1018 ClientPreConnect
1019
1020 Called once (not at each match start) when a client begins a connection to the server
1021 =============
1022 */
1023 void ClientPreConnect(entity this)
1024 {
1025         if(autocvar_sv_eventlog)
1026         {
1027                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1028                         this.playerid,
1029                         etof(this),
1030                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1031                 ));
1032         }
1033 }
1034 #endif
1035
1036 // NOTE csqc uses the active mutators list sent by this function
1037 // to understand which mutators are enabled
1038 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1039 void SendWelcomeMessage(entity this, int msg_type)
1040 {
1041         WriteByte(msg_type, boolean(autocvar_g_campaign));
1042         if (boolean(autocvar_g_campaign))
1043         {
1044                 WriteString(msg_type, Campaign_GetTitle());
1045                 WriteByte(msg_type, Campaign_GetLevelNum());
1046                 WriteString(msg_type, Campaign_GetMessage());
1047                 return;
1048         }
1049         WriteString(msg_type, autocvar_hostname);
1050         WriteString(msg_type, autocvar_g_xonoticversion);
1051         WriteByte(msg_type, CS(this).version_mismatch);
1052         WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1053         WriteByte(msg_type, autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers);
1054         WriteByte(msg_type, GetPlayerLimit());
1055
1056         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1057         string modifications = M_ARGV(0, string);
1058
1059         if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1060                 modifications = strcat(modifications, ", No start weapons");
1061         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1062                 modifications = strcat(modifications, ", Low gravity");
1063         if(g_weapon_stay && !g_cts)
1064                 modifications = strcat(modifications, ", Weapons stay");
1065         if(autocvar_g_jetpack)
1066                 modifications = strcat(modifications, ", Jetpack");
1067         modifications = substring(modifications, 2, strlen(modifications) - 2);
1068
1069         WriteString(msg_type, modifications);
1070
1071         WriteString(msg_type, g_weaponarena_list);
1072
1073         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1074         {
1075                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1076                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1077         }
1078
1079         WriteString(msg_type, cache_mutatormsg);
1080
1081         WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1082 }
1083
1084 /**
1085 =============
1086 ClientConnect
1087
1088 Called when a client connects to the server
1089 =============
1090 */
1091 void ClientConnect(entity this)
1092 {
1093         if (Ban_MaybeEnforceBanOnce(this)) return;
1094         assert(!IS_CLIENT(this), return);
1095         this.flags |= FL_CLIENT;
1096         assert(player_count >= 0, player_count = 0);
1097
1098         TRANSMUTE(Client, this);
1099         CS(this).version_nagtime = time + 10 + random() * 10;
1100
1101         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1102
1103         bot_clientconnect(this);
1104
1105         Player_DetermineForcedTeam(this);
1106
1107         TRANSMUTE(Observer, this);
1108
1109         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1110
1111         // always track bots, don't ask for cl_allow_uidtracking
1112         if (IS_BOT_CLIENT(this))
1113                 PlayerStats_GameReport_AddPlayer(this);
1114         else
1115                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1116
1117         if (autocvar_sv_eventlog)
1118                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1119
1120         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1121         this.wants_join = 0;
1122
1123         stuffcmd(this, clientstuff, "\n");
1124         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1125
1126         FixClientCvars(this);
1127
1128         // get version info from player
1129         stuffcmd(this, "cmd clientversion $gameversion\n");
1130
1131         // notify about available teams
1132         if (teamplay)
1133         {
1134                 entity balance = TeamBalance_CheckAllowedTeams(this);
1135                 int t = TeamBalance_GetAllowedTeams(balance);
1136                 TeamBalance_Destroy(balance);
1137                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1138         }
1139         else
1140         {
1141                 stuffcmd(this, "set _teams_available 0\n");
1142         }
1143
1144         bot_relinkplayerlist();
1145
1146         CS(this).spectatortime = time;
1147         if (blockSpectators)
1148         {
1149                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1150         }
1151
1152         CS(this).jointime = time;
1153
1154         if (IS_REAL_CLIENT(this))
1155         {
1156                 if (g_weaponarena_weapons == WEPSET(TUBA))
1157                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1158                 // quickmenu file must be put in a subfolder with an unique name
1159                 // to reduce chances of overriding custom client quickmenus
1160                 if (waypointeditor_enabled)
1161                         stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1162                 else if (autocvar_sv_quickmenu_file != "" && strstrofs(autocvar_sv_quickmenu_file, "/", 0) && fexists(autocvar_sv_quickmenu_file))
1163                         stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1164         }
1165
1166         if (!autocvar_sv_foginterval && world.fog != "")
1167                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1168
1169         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
1170                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1171                         send_CSQC_teamnagger();
1172
1173         CSQCMODEL_AUTOINIT(this);
1174
1175         CS(this).model_randomizer = random();
1176
1177         if (IS_REAL_CLIENT(this))
1178                 sv_notice_join(this);
1179
1180         this.move_qcphysics = true;
1181
1182         // update physics stats (players can spawn before physics runs)
1183         Physics_UpdateStats(this);
1184
1185         IL_EACH(g_initforplayer, it.init_for_player, {
1186                 it.init_for_player(it, this);
1187         });
1188
1189         Handicap_Initialize(this);
1190
1191         MUTATOR_CALLHOOK(ClientConnect, this);
1192
1193         if (player_count == 1)
1194         {
1195                 if (autocvar_sv_autopause && server_is_dedicated)
1196                         setpause(0);
1197                 localcmd("\nsv_hook_firstjoin\n");
1198         }
1199 }
1200 /*
1201 =============
1202 ClientDisconnect
1203
1204 Called when a client disconnects from the server
1205 =============
1206 */
1207 .entity chatbubbleentity;
1208 void player_powerups_remove_all(entity this);
1209
1210 void ClientDisconnect(entity this)
1211 {
1212         assert(IS_CLIENT(this), return);
1213
1214         PlayerStats_GameReport_FinalizePlayer(this);
1215         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1216         if (CS(this).active_minigame) part_minigame(this);
1217         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1218
1219         if (autocvar_sv_eventlog)
1220                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1221
1222         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1223
1224         if(IS_SPEC(this))
1225                 SetSpectatee(this, NULL);
1226
1227         MUTATOR_CALLHOOK(ClientDisconnect, this);
1228
1229         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1230         strfree(CS_CVAR(this).weaponorder_byimpulse);
1231         ClientState_detach(this);
1232
1233         Portal_ClearAll(this);
1234
1235         Unfreeze(this, false);
1236
1237         RemoveGrapplingHooks(this);
1238
1239         // Here, everything has been done that requires this player to be a client.
1240
1241         this.flags &= ~FL_CLIENT;
1242
1243         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1244         if (this.killindicator) delete(this.killindicator);
1245
1246         IL_EACH(g_counters, it.realowner == this,
1247         {
1248                 delete(it);
1249         });
1250
1251         WaypointSprite_PlayerGone(this);
1252
1253         bot_relinkplayerlist();
1254
1255         strfree(this.clientstatus);
1256         if (this.personal) delete(this.personal);
1257
1258         this.playerid = 0;
1259         if (warmup_stage || game_starttime > time) ReadyCount();
1260         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1261
1262         player_powerups_remove_all(this); // stop powerup sound
1263
1264         ONREMOVE(this);
1265
1266         if (player_count == 0)
1267                 localcmd("\nsv_hook_lastleave\n");
1268
1269         if (teamplay && autocvar_g_balance_teams_remove)
1270                 TeamBalance_RemoveExcessPlayers(NULL);
1271 }
1272
1273 void ChatBubbleThink(entity this)
1274 {
1275         this.nextthink = time;
1276         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1277         {
1278                 if(this.owner) // but why can that ever be NULL?
1279                         this.owner.chatbubbleentity = NULL;
1280                 delete(this);
1281                 return;
1282         }
1283
1284         this.mdl = "";
1285
1286         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1287         {
1288                 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1289                         this.mdl = "models/sprites/minigame_busy.iqm";
1290                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1291                         this.mdl = "models/misc/chatbubble.spr";
1292         }
1293
1294         if ( this.model != this.mdl )
1295                 _setmodel(this, this.mdl);
1296
1297 }
1298
1299 void UpdateChatBubble(entity this)
1300 {
1301         if (this.alpha < 0)
1302                 return;
1303         // spawn a chatbubble entity if needed
1304         if (!this.chatbubbleentity)
1305         {
1306                 this.chatbubbleentity = new(chatbubbleentity);
1307                 this.chatbubbleentity.owner = this;
1308                 this.chatbubbleentity.exteriormodeltoclient = this;
1309                 setthink(this.chatbubbleentity, ChatBubbleThink);
1310                 this.chatbubbleentity.nextthink = time;
1311                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1312                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1313                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1314                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1315                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1316                 //this.chatbubbleentity.model = "";
1317                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1318         }
1319 }
1320
1321 void calculate_player_respawn_time(entity this)
1322 {
1323         if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1324                 return;
1325
1326         float gametype_setting_tmp;
1327         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1328         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1329         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1330         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1331         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1332         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1333
1334         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
1335         if (teamplay)
1336         {
1337                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1338                         if(it.team == this.team)
1339                                 ++pcount;
1340                 });
1341                 if (sdelay_small_count == 0)
1342                         sdelay_small_count = 1;
1343                 if (sdelay_large_count == 0)
1344                         sdelay_large_count = 1;
1345         }
1346         else
1347         {
1348                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1349                         ++pcount;
1350                 });
1351                 if (sdelay_small_count == 0)
1352                 {
1353                         if (IS_INDEPENDENT_PLAYER(this))
1354                         {
1355                                 // Players play independently. No point in requiring enemies.
1356                                 sdelay_small_count = 1;
1357                         }
1358                         else
1359                         {
1360                                 // Players play AGAINST each other. Enemies required.
1361                                 sdelay_small_count = 2;
1362                         }
1363                 }
1364                 if (sdelay_large_count == 0)
1365                 {
1366                         if (IS_INDEPENDENT_PLAYER(this))
1367                         {
1368                                 // Players play independently. No point in requiring enemies.
1369                                 sdelay_large_count = 1;
1370                         }
1371                         else
1372                         {
1373                                 // Players play AGAINST each other. Enemies required.
1374                                 sdelay_large_count = 2;
1375                         }
1376                 }
1377         }
1378
1379         float sdelay;
1380
1381         if (pcount <= sdelay_small_count)
1382                 sdelay = sdelay_small;
1383         else if (pcount >= sdelay_large_count)
1384                 sdelay = sdelay_large;
1385         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1386                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1387
1388         if(waves)
1389                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1390         else
1391                 this.respawn_time = time + sdelay;
1392
1393         if(sdelay < sdelay_max)
1394                 this.respawn_time_max = time + sdelay_max;
1395         else
1396                 this.respawn_time_max = this.respawn_time;
1397
1398         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1399                 this.respawn_countdown = 10; // first number to count down from is 10
1400         else
1401                 this.respawn_countdown = -1; // do not count down
1402
1403         if(autocvar_g_forced_respawn)
1404                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1405 }
1406
1407 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1408 // added to the model skins
1409 /*void UpdateColorModHack()
1410 {
1411         float c;
1412         c = this.clientcolors & 15;
1413         // LordHavoc: only bothering to support white, green, red, yellow, blue
1414              if (!teamplay) this.colormod = '0 0 0';
1415         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1416         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1417         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1418         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1419         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1420         else this.colormod = '1 1 1';
1421 }*/
1422
1423 void respawn(entity this)
1424 {
1425         bool damagedbycontents_prev = this.damagedbycontents;
1426         if(this.alpha >= 0)
1427         {
1428                 if(autocvar_g_respawn_ghosts)
1429                 {
1430                         this.solid = SOLID_NOT;
1431                         this.takedamage = DAMAGE_NO;
1432                         this.damagedbycontents = false;
1433                         set_movetype(this, MOVETYPE_FLY);
1434                         this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1435                         this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1436                         this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1437                         this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1438                         Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1439                         if(autocvar_g_respawn_ghosts_time > 0)
1440                                 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1441                 }
1442                 else
1443                         SUB_SetFade (this, time, 1); // fade out the corpse immediately
1444         }
1445
1446         CopyBody(this, 1);
1447         this.damagedbycontents = damagedbycontents_prev;
1448
1449         this.effects |= EF_NODRAW; // prevent another CopyBody
1450         PutClientInServer(this);
1451 }
1452
1453 void play_countdown(entity this, float finished, Sound samp)
1454 {
1455         TC(Sound, samp);
1456         float time_left = finished - time;
1457         if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1458                 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1459 }
1460
1461 // it removes special powerups not handled by StatusEffects
1462 void player_powerups_remove_all(entity this)
1463 {
1464         if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1465         {
1466                 // don't play the poweroff sound when the game restarts or the player disconnects
1467                 if (time > game_starttime + 1 && IS_CLIENT(this)
1468                         && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1469                 {
1470                         sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1471                 }
1472                 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1473                         stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1474                 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1475         }
1476 }
1477
1478 void player_powerups(entity this)
1479 {
1480         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1481                 this.modelflags |= MF_ROCKET;
1482         else
1483                 this.modelflags &= ~MF_ROCKET;
1484
1485         this.effects &= ~EF_NODEPTHTEST;
1486
1487         if (IS_DEAD(this))
1488                 player_powerups_remove_all(this);
1489
1490         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1491                 return;
1492
1493         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1494         int items_prev = this.items;
1495
1496         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1497         {
1498                 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1499                 if (this.items & IT_SUPERWEAPON)
1500                 {
1501                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1502                         {
1503                                 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1504                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1505                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1506                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1507                         }
1508                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1509                         {
1510                                 // don't let them run out
1511                         }
1512                         else
1513                         {
1514                                 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1515                                 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1516                                 {
1517                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1518                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1519                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1520                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1521                                 }
1522                         }
1523                 }
1524                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1525                 {
1526                         if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1527                         {
1528                                 this.items = this.items | IT_SUPERWEAPON;
1529                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1530                                 {
1531                                         if(!g_cts)
1532                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1533                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1534                                 }
1535                         }
1536                         else
1537                         {
1538                                 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1539                                         StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1540                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1541                         }
1542                 }
1543                 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1544                 {
1545                         StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1546                 }
1547         }
1548
1549         if(autocvar_g_nodepthtestplayers)
1550                 this.effects = this.effects | EF_NODEPTHTEST;
1551
1552         if(autocvar_g_fullbrightplayers)
1553                 this.effects = this.effects | EF_FULLBRIGHT;
1554
1555         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1556 }
1557
1558 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1559 {
1560         if(current > stable)
1561                 return current;
1562         else if(current > stable - 0.25) // when close enough, "snap"
1563                 return stable;
1564         else
1565                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1566 }
1567
1568 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1569 {
1570         if(current < stable)
1571                 return current;
1572         else if(current < stable + 0.25) // when close enough, "snap"
1573                 return stable;
1574         else
1575                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1576 }
1577
1578 void RotRegen(entity this, Resource res, float limit_mod,
1579         float regenstable, float regenfactor, float regenlinear, float regenframetime,
1580         float rotstable, float rotfactor, float rotlinear, float rotframetime)
1581 {
1582         float old = GetResource(this, res);
1583         float current = old;
1584         if(current > rotstable)
1585         {
1586                 if(rotframetime > 0)
1587                 {
1588                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1589                         current = max(rotstable, current - rotlinear * rotframetime);
1590                 }
1591         }
1592         else if(current < regenstable)
1593         {
1594                 if(regenframetime > 0)
1595                 {
1596                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1597                         current = min(regenstable, current + regenlinear * regenframetime);
1598                 }
1599         }
1600
1601         float limit = GetResourceLimit(this, res) * limit_mod;
1602         if(current > limit)
1603                 current = limit;
1604
1605         if (current != old)
1606                 SetResource(this, res, current);
1607 }
1608
1609 void player_regen(entity this)
1610 {
1611         float max_mod, regen_mod, rot_mod, limit_mod;
1612         max_mod = regen_mod = rot_mod = limit_mod = 1;
1613
1614         float regen_health = autocvar_g_balance_health_regen;
1615         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1616         float regen_health_rot = autocvar_g_balance_health_rot;
1617         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1618         float regen_health_stable = autocvar_g_balance_health_regenstable;
1619         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1620         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1621                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1622         max_mod = M_ARGV(1, float);
1623         regen_mod = M_ARGV(2, float);
1624         rot_mod = M_ARGV(3, float);
1625         limit_mod = M_ARGV(4, float);
1626         regen_health = M_ARGV(5, float);
1627         regen_health_linear = M_ARGV(6, float);
1628         regen_health_rot = M_ARGV(7, float);
1629         regen_health_rotlinear = M_ARGV(8, float);
1630         regen_health_stable = M_ARGV(9, float);
1631         regen_health_rotstable = M_ARGV(10, float);
1632
1633         float rotstable, regenstable, rotframetime, regenframetime;
1634
1635         if(!mutator_returnvalue)
1636         if(!STAT(FROZEN, this))
1637         {
1638                 regenstable = autocvar_g_balance_armor_regenstable;
1639                 rotstable = autocvar_g_balance_armor_rotstable;
1640                 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1641                 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1642                 RotRegen(this, RES_ARMOR, limit_mod,
1643                         regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1644                         rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1645
1646                 // NOTE: max_mod is only applied to health
1647                 regenstable = regen_health_stable * max_mod;
1648                 rotstable = regen_health_rotstable * max_mod;
1649                 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1650                 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1651                 RotRegen(this, RES_HEALTH, limit_mod,
1652                         regenstable, regen_health, regen_health_linear, regenframetime,
1653                         rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1654         }
1655
1656         // if player rotted to death...  die!
1657         // check this outside above checks, as player may still be able to rot to death
1658         if(GetResource(this, RES_HEALTH) < 1)
1659         {
1660                 if(this.vehicle)
1661                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1662                 if(this.event_damage)
1663                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1664         }
1665
1666         if (!(this.items & IT_UNLIMITED_AMMO))
1667         {
1668                 regenstable = autocvar_g_balance_fuel_regenstable;
1669                 rotstable = autocvar_g_balance_fuel_rotstable;
1670                 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1671                 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1672                 RotRegen(this, RES_FUEL, 1,
1673                         regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1674                         rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1675         }
1676 }
1677
1678 bool zoomstate_set;
1679 void SetZoomState(entity this, float newzoom)
1680 {
1681         if(newzoom != CS(this).zoomstate)
1682         {
1683                 CS(this).zoomstate = newzoom;
1684                 ClientData_Touch(this);
1685         }
1686         zoomstate_set = true;
1687 }
1688
1689 void GetPressedKeys(entity this)
1690 {
1691         MUTATOR_CALLHOOK(GetPressedKeys, this);
1692         if (game_stopped)
1693         {
1694                 CS(this).pressedkeys = 0;
1695                 STAT(PRESSED_KEYS, this) = 0;
1696                 return;
1697         }
1698
1699         // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1700         int keys = STAT(PRESSED_KEYS, this);
1701         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1702         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1703         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1704         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1705
1706         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1707         keys = BITSET(keys, KEY_CROUCH,         IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1708         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1709         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1710         CS(this).pressedkeys = keys; // store for other users
1711
1712         STAT(PRESSED_KEYS, this) = keys;
1713 }
1714
1715 /*
1716 ======================
1717 spectate mode routines
1718 ======================
1719 */
1720
1721 void SpectateCopy(entity this, entity spectatee)
1722 {
1723         TC(Client, this); TC(Client, spectatee);
1724
1725         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1726         PS(this) = PS(spectatee);
1727         this.armortype = spectatee.armortype;
1728         SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1729         SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1730         SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1731         SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1732         SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1733         SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1734         SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1735         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1736         SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1737         CS(this).impulse = 0;
1738         this.disableclientprediction = 1; // no need to run prediction on a spectator
1739         this.items = spectatee.items;
1740         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1741         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1742         STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1743         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1744         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1745         this.punchangle = spectatee.punchangle;
1746         this.view_ofs = spectatee.view_ofs;
1747         this.velocity = spectatee.velocity;
1748         this.dmg_take = spectatee.dmg_take;
1749         this.dmg_save = spectatee.dmg_save;
1750         this.dmg_inflictor = spectatee.dmg_inflictor;
1751         this.v_angle = spectatee.v_angle;
1752         this.angles = spectatee.v_angle;
1753         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1754         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1755         this.viewloc = spectatee.viewloc;
1756         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1757                 this.fixangle = true;
1758         setorigin(this, spectatee.origin);
1759         setsize(this, spectatee.mins, spectatee.maxs);
1760         SetZoomState(this, CS(spectatee).zoomstate);
1761
1762     anticheat_spectatecopy(this, spectatee);
1763         STAT(HUD, this) = STAT(HUD, spectatee);
1764         if(spectatee.vehicle)
1765     {
1766         this.angles = spectatee.v_angle;
1767
1768         //this.fixangle = false;
1769         //this.velocity = spectatee.vehicle.velocity;
1770         this.vehicle_health = spectatee.vehicle_health;
1771         this.vehicle_shield = spectatee.vehicle_shield;
1772         this.vehicle_energy = spectatee.vehicle_energy;
1773         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1774         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1775         this.vehicle_reload1 = spectatee.vehicle_reload1;
1776         this.vehicle_reload2 = spectatee.vehicle_reload2;
1777
1778         //msg_entity = this;
1779
1780        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1781             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1782            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1783            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1784
1785         //WriteByte (MSG_ONE, SVC_SETVIEW);
1786         //    WriteEntity(MSG_ONE, this);
1787         //makevectors(spectatee.v_angle);
1788         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1789     }
1790 }
1791
1792 bool SpectateUpdate(entity this)
1793 {
1794         if(!this.enemy)
1795                 return false;
1796
1797         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1798         {
1799                 SetSpectatee(this, NULL);
1800                 return false;
1801         }
1802
1803         SpectateCopy(this, this.enemy);
1804
1805         return true;
1806 }
1807
1808 bool SpectateSet(entity this)
1809 {
1810         if(!IS_PLAYER(this.enemy))
1811                 return false;
1812
1813         ClientData_Touch(this.enemy);
1814
1815         msg_entity = this;
1816         WriteByte(MSG_ONE, SVC_SETVIEW);
1817         WriteEntity(MSG_ONE, this.enemy);
1818         set_movetype(this, MOVETYPE_NONE);
1819         accuracy_resend(this);
1820
1821         if(!SpectateUpdate(this))
1822                 PutObserverInServer(this, false, true);
1823
1824         return true;
1825 }
1826
1827 void SetSpectatee_status(entity this, int spectatee_num)
1828 {
1829         int oldspectatee_status = CS(this).spectatee_status;
1830         CS(this).spectatee_status = spectatee_num;
1831
1832         if (CS(this).spectatee_status != oldspectatee_status)
1833         {
1834                 if (STAT(PRESSED_KEYS, this))
1835                 {
1836                         CS(this).pressedkeys = 0;
1837                         STAT(PRESSED_KEYS, this) = 0;
1838                 }
1839                 ClientData_Touch(this);
1840                 if (g_race || g_cts) race_InitSpectator();
1841         }
1842 }
1843
1844 void SetSpectatee(entity this, entity spectatee)
1845 {
1846         if(IS_BOT_CLIENT(this))
1847                 return; // bots abuse .enemy, this code is useless to them
1848
1849         entity old_spectatee = this.enemy;
1850
1851         this.enemy = spectatee;
1852
1853         // WEAPONTODO
1854         // these are required to fix the spectator bug with arc
1855         if(old_spectatee)
1856         {
1857                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1858                 {
1859                         .entity weaponentity = weaponentities[slot];
1860                         if(old_spectatee.(weaponentity).arc_beam)
1861                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1862                 }
1863         }
1864         if(spectatee)
1865         {
1866                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1867                 {
1868                         .entity weaponentity = weaponentities[slot];
1869                         if(spectatee.(weaponentity).arc_beam)
1870                                 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1871                 }
1872         }
1873
1874         if (spectatee)
1875                 SetSpectatee_status(this, etof(spectatee));
1876
1877         // needed to update spectator list
1878         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1879 }
1880
1881 bool Spectate(entity this, entity pl)
1882 {
1883         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1884                 return false;
1885         pl = M_ARGV(1, entity);
1886
1887         SetSpectatee(this, pl);
1888         return SpectateSet(this);
1889 }
1890
1891 bool SpectateNext(entity this)
1892 {
1893         entity ent = find(this.enemy, classname, STR_PLAYER);
1894
1895         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1896                 ent = M_ARGV(1, entity);
1897         else if (!ent)
1898                 ent = find(ent, classname, STR_PLAYER);
1899
1900         if(ent) { SetSpectatee(this, ent); }
1901
1902         return SpectateSet(this);
1903 }
1904
1905 bool SpectatePrev(entity this)
1906 {
1907         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1908         entity ent = findchain(classname, STR_PLAYER);
1909         if (!ent) // no player
1910                 return false;
1911
1912         entity first = ent;
1913         // skip players until current spectated player
1914         if(this.enemy)
1915         while(ent && ent != this.enemy)
1916                 ent = ent.chain;
1917
1918         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1919         {
1920                 case MUT_SPECPREV_FOUND:
1921                         ent = M_ARGV(1, entity);
1922                         break;
1923                 case MUT_SPECPREV_RETURN:
1924                         return true;
1925                 case MUT_SPECPREV_CONTINUE:
1926                 default:
1927                 {
1928                         if(ent.chain)
1929                                 ent = ent.chain;
1930                         else
1931                                 ent = first;
1932                         break;
1933                 }
1934         }
1935
1936         SetSpectatee(this, ent);
1937         return SpectateSet(this);
1938 }
1939
1940 /*
1941 =============
1942 ShowRespawnCountdown()
1943
1944 Update a respawn countdown display.
1945 =============
1946 */
1947 void ShowRespawnCountdown(entity this)
1948 {
1949         float number;
1950         if(!IS_DEAD(this)) // just respawned?
1951                 return;
1952         else
1953         {
1954                 number = ceil(this.respawn_time - time);
1955                 if(number <= 0)
1956                         return;
1957                 if(number <= this.respawn_countdown)
1958                 {
1959                         this.respawn_countdown = number - 1;
1960                         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
1961                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1962                 }
1963         }
1964 }
1965
1966 bool ShowTeamSelection(entity this)
1967 {
1968         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1969                 return false;
1970         if (SpectatorWantsJoin(this))
1971                 return false;
1972         if (frametime) // once per frame is more than enough
1973                 stuffcmd(this, "_scoreboard_team_selection 1\n");
1974         return true;
1975 }
1976
1977 void Join(entity this)
1978 {
1979         if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1980                 ReadyRestart(true);
1981
1982         TRANSMUTE(Player, this);
1983
1984         entity queued_join = SpectatorWantsJoin(this);
1985         if(queued_join)
1986                 this.team_selected = false; // Don't let this player select team
1987
1988         if(!this.team_selected)
1989         if(autocvar_g_campaign || autocvar_g_balance_teams || queued_join)
1990                 TeamBalance_JoinBestTeam(this);
1991
1992         if(autocvar_g_campaign)
1993                 campaign_bots_may_start = true;
1994
1995         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1996
1997         PutClientInServer(this);
1998
1999         if(IS_PLAYER(this))
2000         if(teamplay && this.team != -1)
2001         {
2002                 if(this.wants_join)
2003                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2004         }
2005         else
2006                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2007         this.team_selected = false;
2008         this.wants_join = 0;
2009
2010         if(queued_join)
2011                 Join(queued_join);
2012 }
2013
2014 int GetPlayerLimit()
2015 {
2016         if(g_duel)
2017                 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2018         // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
2019         int player_limit = (autocvar_g_maxplayers >= 0 || intermission_running) ? autocvar_g_maxplayers : map_maxplayers;
2020         MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2021         player_limit = M_ARGV(0, int);
2022         return player_limit < maxclients ? player_limit : 0;
2023 }
2024
2025 /**
2026  * Determines whether the player is allowed to join. This depends on cvar
2027  * g_maxplayers, if it isn't used this function always return true, otherwise
2028  * it checks whether the number of currently playing players exceeds g_maxplayers.
2029  * @return int number of free slots for players, 0 if none
2030  */
2031 int nJoinAllowed(entity this, entity ignore)
2032 {
2033         if(!ignore)
2034         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2035         // so report 0 free slots if restricted
2036         {
2037                 if(autocvar_g_forced_team_otherwise == "spectate")
2038                         return 0;
2039                 if(autocvar_g_forced_team_otherwise == "spectator")
2040                         return 0;
2041         }
2042
2043         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2044                 return 0; // forced spectators can never join
2045
2046         // TODO simplify this
2047         int totalClients = 0;
2048         int currentlyPlaying = 0;
2049         FOREACH_CLIENT(true, {
2050                 if(it != ignore)
2051                         ++totalClients;
2052                 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2053                         ++currentlyPlaying;
2054         });
2055
2056         int player_limit = GetPlayerLimit();
2057
2058         int free_slots = 0;
2059         if (!player_limit)
2060                 free_slots = maxclients - totalClients;
2061         else if(player_limit > 0 && currentlyPlaying < player_limit)
2062                 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2063
2064         static float msg_time = 0;
2065         if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2066         {
2067                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2068                 msg_time = time + 0.5;
2069         }
2070
2071         return free_slots;
2072 }
2073
2074 bool joinAllowed(entity this)
2075 {
2076         if (CS(this).version_mismatch) return false;
2077         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2078         if (!nJoinAllowed(this, this)) return false;
2079         if (teamplay && lockteams) return false;
2080         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2081         if (ShowTeamSelection(this)) return false;
2082         if (this.wants_join) return false;
2083         if (IsQueueNeeded(this) && autocvar_g_balance_teams)
2084         {
2085                 TeamBalance_JoinBestTeam(this);
2086                 return false;
2087         }
2088         return true;
2089 }
2090
2091 .string shootfromfixedorigin;
2092 .bool dualwielding_prev;
2093 bool PlayerThink(entity this)
2094 {
2095         if (game_stopped || intermission_running) {
2096                 this.modelflags &= ~MF_ROCKET;
2097                 if(intermission_running)
2098                         IntermissionThink(this);
2099                 return false;
2100         }
2101
2102         if (timeout_status == TIMEOUT_ACTIVE) {
2103                 // don't allow the player to turn around while game is paused
2104                 // FIXME turn this into CSQC stuff
2105                 this.v_angle = this.lastV_angle;
2106                 this.angles = this.lastV_angle;
2107                 this.fixangle = true;
2108         }
2109
2110         if (frametime) player_powerups(this);
2111
2112         if (IS_DEAD(this)) {
2113                 if (this.personal && g_race_qualifying) {
2114                         if (time > this.respawn_time) {
2115                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2116                                 respawn(this);
2117                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2118                         }
2119                 } else {
2120                         if (frametime) player_anim(this);
2121
2122                         if (this.respawn_flags & RESPAWN_DENY)
2123                         {
2124                                 STAT(RESPAWN_TIME, this) = 0;
2125                                 return false;
2126                         }
2127
2128                         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));
2129
2130                         switch(this.deadflag)
2131                         {
2132                                 case DEAD_DYING:
2133                                 {
2134                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2135                                                 this.deadflag = DEAD_RESPAWNING;
2136                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2137                                                 this.deadflag = DEAD_DEAD;
2138                                         break;
2139                                 }
2140                                 case DEAD_DEAD:
2141                                 {
2142                                         if (button_pressed)
2143                                                 this.deadflag = DEAD_RESPAWNABLE;
2144                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2145                                                 this.deadflag = DEAD_RESPAWNING;
2146                                         break;
2147                                 }
2148                                 case DEAD_RESPAWNABLE:
2149                                 {
2150                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2151                                                 this.deadflag = DEAD_RESPAWNING;
2152                                         break;
2153                                 }
2154                                 case DEAD_RESPAWNING:
2155                                 {
2156                                         if (time > this.respawn_time)
2157                                         {
2158                                                 this.respawn_time = time + 1; // only retry once a second
2159                                                 this.respawn_time_max = this.respawn_time;
2160                                                 respawn(this);
2161                                         }
2162                                         break;
2163                                 }
2164                         }
2165
2166                         ShowRespawnCountdown(this);
2167
2168                         if (this.respawn_flags & RESPAWN_SILENT)
2169                                 STAT(RESPAWN_TIME, this) = 0;
2170                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2171                         {
2172                                 if (time < this.respawn_time)
2173                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2174                                 else if (this.deadflag != DEAD_RESPAWNING)
2175                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2176                         }
2177                         else
2178                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2179                 }
2180
2181                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2182                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2183                         STAT(RESPAWN_TIME, this) *= -1;
2184
2185                 return false;
2186         }
2187
2188         FixPlayermodel(this);
2189
2190         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2191                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2192                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2193         }
2194
2195         // reset gun alignment when dual wielding status changes
2196         // to ensure guns are always aligned right and left
2197         bool dualwielding = W_DualWielding(this);
2198         if(this.dualwielding_prev != dualwielding)
2199         {
2200                 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2201                 this.dualwielding_prev = dualwielding;
2202         }
2203
2204         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2205         //if(frametime)
2206         {
2207                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2208                 {
2209                         .entity weaponentity = weaponentities[slot];
2210                         if(WEP_CVAR(vortex, charge_always))
2211                                 W_Vortex_Charge(this, weaponentity, frametime);
2212                         W_WeaponFrame(this, weaponentity);
2213                 }
2214         }
2215
2216         if (frametime)
2217         {
2218                 // WEAPONTODO: Add a weapon request for this
2219                 // rot vortex charge to the charge limit
2220                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2221                 {
2222                         .entity weaponentity = weaponentities[slot];
2223                         if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2224                                 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2225                 }
2226
2227                 player_regen(this);
2228                 player_anim(this);
2229                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2230         }
2231
2232         monsters_setstatus(this);
2233
2234         return true;
2235 }
2236
2237 .bool would_spectate;
2238 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2239 void ObserverOrSpectatorThink(entity this)
2240 {
2241         bool is_spec = IS_SPEC(this);
2242         if ( CS(this).impulse )
2243         {
2244                 int r = MinigameImpulse(this, CS(this).impulse);
2245                 if (!is_spec || r)
2246                         CS(this).impulse = 0;
2247
2248                 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2249                 {
2250                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2251                         CS(this).impulse = 0;
2252                         return;
2253                 }
2254         }
2255
2256         if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2257         {
2258                 CS(this).autojoin_checked = true;
2259                 TRANSMUTE(Player, this);
2260                 PutClientInServer(this);
2261                 return;
2262         }
2263
2264         if (this.flags & FL_JUMPRELEASED) {
2265                 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2266                         this.flags &= ~FL_JUMPRELEASED;
2267                         this.flags |= FL_SPAWNING;
2268                 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2269                         || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2270                         this.flags &= ~FL_JUMPRELEASED;
2271                         if(SpectateNext(this)) {
2272                                 TRANSMUTE(Spectator, this);
2273                         } else if (is_spec) {
2274                                 TRANSMUTE(Observer, this);
2275                                 PutClientInServer(this);
2276                         }
2277                         else
2278                                 this.would_spectate = false; // unable to spectate anyone
2279                         if (is_spec)
2280                                 CS(this).impulse = 0;
2281                 } else if (is_spec) {
2282                         if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2283                                 this.flags &= ~FL_JUMPRELEASED;
2284                                 if(SpectatePrev(this)) {
2285                                         TRANSMUTE(Spectator, this);
2286                                 } else {
2287                                         TRANSMUTE(Observer, this);
2288                                         PutClientInServer(this);
2289                                 }
2290                                 CS(this).impulse = 0;
2291                         } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2292                                 if(!observe_blocked_if_eliminated || !INGAME(this)) {
2293                                         this.would_spectate = false;
2294                                         this.flags &= ~FL_JUMPRELEASED;
2295                                         TRANSMUTE(Observer, this);
2296                                         PutClientInServer(this);
2297                                 }
2298                         } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2299                                 PutObserverInServer(this, false, true);
2300                                 this.would_spectate = true;
2301                         }
2302                 }
2303                 else {
2304                         bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2305                         if (PHYS_INPUT_BUTTON_USE(this))
2306                                 wouldclip = !wouldclip;
2307                         int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2308                         set_movetype(this, preferred_movetype);
2309                 }
2310         } else { // jump pressed
2311                 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2312                         || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2313                         this.flags |= FL_JUMPRELEASED;
2314                         if(this.flags & FL_SPAWNING)
2315                         {
2316                                 this.flags &= ~FL_SPAWNING;
2317                                 if(joinAllowed(this))
2318                                         Join(this);
2319                                 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2320                                         CS(this).autojoin_checked = -1;
2321                                 return;
2322                         }
2323                 }
2324                 if(is_spec && !SpectateUpdate(this))
2325                         PutObserverInServer(this, false, true);
2326         }
2327         if (is_spec)
2328                 this.flags |= FL_CLIENT | FL_NOTARGET;
2329 }
2330
2331 void PlayerUseKey(entity this)
2332 {
2333         if (!IS_PLAYER(this))
2334                 return;
2335
2336         if(this.vehicle)
2337         {
2338                 if(!game_stopped)
2339                 {
2340                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2341                         return;
2342                 }
2343         }
2344         else if(autocvar_g_vehicles_enter)
2345         {
2346                 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2347                 {
2348                         entity head, closest_target = NULL;
2349                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2350
2351                         while(head) // find the closest acceptable target to enter
2352                         {
2353                                 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2354                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2355                                 {
2356                                         if(closest_target)
2357                                         {
2358                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2359                                                 { closest_target = head; }
2360                                         }
2361                                         else { closest_target = head; }
2362                                 }
2363
2364                                 head = head.chain;
2365                         }
2366
2367                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2368                 }
2369         }
2370
2371         // a use key was pressed; call handlers
2372         MUTATOR_CALLHOOK(PlayerUseKey, this);
2373 }
2374
2375
2376 /*
2377 =============
2378 PlayerPreThink
2379
2380 Called every frame for each client before the physics are run
2381 =============
2382 */
2383 .float last_vehiclecheck;
2384 void PlayerPreThink (entity this)
2385 {
2386         STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2387         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2388
2389         WarpZone_PlayerPhysics_FixVAngle(this);
2390
2391         if (frametime) {
2392                 // physics frames: update anticheat stuff
2393                 anticheat_prethink(this);
2394
2395                 // WORKAROUND: only use dropclient in server frames (frametime set).
2396                 // Never use it in cl_movement frames (frametime zero).
2397                 if (blockSpectators && IS_REAL_CLIENT(this)
2398                         && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2399                         && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2400                 {
2401                         if (dropclient_schedule(this))
2402                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2403                 }
2404         }
2405
2406         zoomstate_set = false;
2407
2408         // Check for nameless players
2409         if (this.netname == "" || this.netname != CS(this).netname_previous)
2410         {
2411                 bool assume_unchanged = (CS(this).netname_previous == "");
2412                 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2413                 {
2414                         int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2415                         this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2416                         sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2417                         assume_unchanged = false;
2418                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2419                 }
2420                 if (isInvisibleString(this.netname))
2421                 {
2422                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2423                         sprint(this, "Warning: invisible names are not allowed.\n");
2424                         assume_unchanged = false;
2425                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2426                 }
2427                 if (!assume_unchanged && autocvar_sv_eventlog)
2428                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2429                 strcpy(CS(this).netname_previous, this.netname);
2430         }
2431
2432         // version nagging
2433         if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2434         CS(this).version_nagtime = 0;
2435         if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2436             // git client
2437         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2438             // git server
2439             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2440         } else {
2441             int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2442             if (r < 0) { // old client
2443                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2444             } else if (r > 0) { // old server
2445                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2446             }
2447         }
2448     }
2449
2450         // GOD MODE info
2451         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2452         {
2453                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2454                 this.max_armorvalue = 0;
2455         }
2456
2457         if (frametime && IS_PLAYER(this) && time >= game_starttime)
2458         {
2459                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2460                 {
2461                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2462                         SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2463                         if (this.iceblock)
2464                                 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2465
2466                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2467                                 Unfreeze(this, false);
2468                 }
2469                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2470                 {
2471                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2472                         SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2473
2474                         if (GetResource(this, RES_HEALTH) < 1)
2475                         {
2476                                 if (this.vehicle)
2477                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2478                                 if(this.event_damage)
2479                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2480                         }
2481                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2482                                 Unfreeze(this, false);
2483                 }
2484         }
2485
2486         MUTATOR_CALLHOOK(PlayerPreThink, this);
2487
2488         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2489         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2490         {
2491                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2492                 {
2493                         if(!it.owner)
2494                         {
2495                                 if(!it.team || SAME_TEAM(this, it))
2496                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2497                                 else if(autocvar_g_vehicles_steal)
2498                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2499                         }
2500                         else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2501                         {
2502                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2503                         }
2504                 });
2505
2506                 this.last_vehiclecheck = time + 1;
2507         }
2508
2509         if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2510                 PlayerUseKey(this);
2511         CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2512
2513         if (IS_PLAYER(this)) {
2514                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2515                         error("Client can't be spawned as player on connection!");
2516                 if(!PlayerThink(this))
2517                         return;
2518         }
2519         else if (game_stopped || intermission_running) {
2520                 if(intermission_running)
2521                         IntermissionThink(this);
2522                 return;
2523         }
2524         else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2525         {
2526                 bool early_join_requested = (CS(this).autojoin_checked < 0);
2527                 CS(this).autojoin_checked = 1;
2528                 // don't do this in ClientConnect
2529                 // many things can go wrong if a client is spawned as player on connection
2530                 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2531                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2532                                 && (!teamplay || autocvar_g_balance_teams)))
2533                 {
2534                         if(joinAllowed(this))
2535                                 Join(this);
2536                         return;
2537                 }
2538         }
2539         else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2540                 ObserverOrSpectatorThink(this);
2541         }
2542
2543         // WEAPONTODO: Add weapon request for this
2544         if (!zoomstate_set) {
2545                 bool wep_zoomed = false;
2546                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2547                 {
2548                         .entity weaponentity = weaponentities[slot];
2549                         Weapon thiswep = this.(weaponentity).m_weapon;
2550                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2551                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2552                 }
2553                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2554         }
2555
2556         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2557         {
2558                 CS(this).teamkill_soundtime = 0;
2559
2560                 entity e = CS(this).teamkill_soundsource;
2561                 entity oldpusher = e.pusher;
2562                 e.pusher = this;
2563                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2564                 e.pusher = oldpusher;
2565         }
2566
2567         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2568                 CS(this).taunt_soundtime = 0;
2569                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2570         }
2571
2572         target_voicescript_next(this);
2573 }
2574
2575 void DrownPlayer(entity this)
2576 {
2577         if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2578                 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2579         {
2580                 STAT(AIR_FINISHED, this) = 0;
2581                 return;
2582         }
2583
2584         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2585         {
2586                 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2587                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2588                 STAT(AIR_FINISHED, this) = 0;
2589         }
2590         else
2591         {
2592                 if (!STAT(AIR_FINISHED, this))
2593                         STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2594                 if (STAT(AIR_FINISHED, this) < time)
2595                 {       // drown!
2596                         if (this.pain_finished < time)
2597                         {
2598                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2599                                 this.pain_finished = time + 0.5;
2600                         }
2601                 }
2602         }
2603 }
2604
2605 .bool move_qcphysics;
2606
2607 void Player_Physics(entity this)
2608 {
2609         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2610
2611         if(!this.move_qcphysics)
2612                 return;
2613
2614         if(!frametime && !CS(this).pm_frametime)
2615                 return;
2616
2617         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2618
2619         CS(this).pm_frametime = 0;
2620 }
2621
2622 /*
2623 =============
2624 PlayerPostThink
2625
2626 Called every frame for each client after the physics are run
2627 =============
2628 */
2629 void PlayerPostThink (entity this)
2630 {
2631         Player_Physics(this);
2632
2633         if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2634         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2635         if (IS_REAL_CLIENT(this))
2636         if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2637         if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2638         {
2639                 int totalClients = 0;
2640                 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2641                 {
2642                         // maxidle disabled in local matches by not counting clients (totalClients 0)
2643                         if (server_is_dedicated)
2644                         {
2645                                 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2646                                 {
2647                                         ++totalClients;
2648                                 });
2649                                 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2650                                         totalClients = 0;
2651                         }
2652                 }
2653                 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2654                 {
2655                         FOREACH_CLIENT(IS_REAL_CLIENT(it),
2656                         {
2657                                 ++totalClients;
2658                         });
2659                 }
2660
2661                 if (totalClients < autocvar_sv_maxidle_minplayers)
2662                 {
2663                         // idle kick disabled
2664                         CS(this).parm_idlesince = time;
2665                 }
2666                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2667                 {
2668                         if (CS(this).idlekick_lasttimeleft)
2669                         {
2670                                 CS(this).idlekick_lasttimeleft = 0;
2671                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2672                         }
2673                 }
2674                 else
2675                 {
2676                         float maxidle_time = autocvar_sv_maxidle;
2677                         if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2678                                 maxidle_time = autocvar_sv_maxidle_playertospectator;
2679                         float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2680                         float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2681                         if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2682                         {
2683                                 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2684                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2685                                 else
2686                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2687                         }
2688                         if (timeleft <= 0) {
2689                                 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2690                                 {
2691                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2692                                         PutObserverInServer(this, true, true);
2693                                         if(autocvar_g_balance_teams_remove)
2694                                                 TeamBalance_RemoveExcessPlayers(this);
2695                                 }
2696                                 else
2697                                 {
2698                                         if (dropclient_schedule(this))
2699                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2700                                 }
2701                                 return;
2702                         }
2703                         else if (timeleft <= countdown_time) {
2704                                 if (timeleft != CS(this).idlekick_lasttimeleft)
2705                                         play2(this, SND(TALK2));
2706                                 CS(this).idlekick_lasttimeleft = timeleft;
2707                         }
2708                 }
2709         }
2710
2711         CheatFrame(this);
2712
2713         if (game_stopped)
2714         {
2715                 this.solid = SOLID_NOT;
2716                 this.takedamage = DAMAGE_NO;
2717                 set_movetype(this, MOVETYPE_NONE);
2718                 CS(this).teamkill_complain = 0;
2719                 CS(this).teamkill_soundtime = 0;
2720                 CS(this).teamkill_soundsource = NULL;
2721         }
2722
2723         if (IS_PLAYER(this)) {
2724                 if(this.death_time == time && IS_DEAD(this))
2725                 {
2726                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2727                         // once all the damage events of this frame have been processed with normal size
2728                         this.maxs.z = 5;
2729                         setsize(this, this.mins, this.maxs);
2730                 }
2731                 DrownPlayer(this);
2732                 UpdateChatBubble(this);
2733                 if (CS(this).impulse) ImpulseCommands(this);
2734                 GetPressedKeys(this);
2735                 if (game_stopped)
2736                 {
2737                         CSQCMODEL_AUTOUPDATE(this);
2738                         return;
2739                 }
2740         }
2741         else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2742         {
2743                 CS(this).pressedkeys = 0;
2744                 STAT(PRESSED_KEYS, this) = 0;
2745         }
2746
2747         if (this.waypointsprite_attachedforcarrier) {
2748                 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2749                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2750         }
2751
2752         CSQCMODEL_AUTOUPDATE(this);
2753 }
2754
2755 // hack to copy the button fields from the client entity to the Client State
2756 void PM_UpdateButtons(entity this, entity store)
2757 {
2758         if(this.impulse)
2759                 store.impulse = this.impulse;
2760         this.impulse = 0;
2761
2762         bool typing = this.buttonchat || this.button12;
2763
2764         store.button0 = (typing) ? 0 : this.button0;
2765         //button1?!
2766         store.button2 = (typing) ? 0 : this.button2;
2767         store.button3 = (typing) ? 0 : this.button3;
2768         store.button4 = this.button4;
2769         store.button5 = (typing) ? 0 : this.button5;
2770         store.button6 = this.button6;
2771         store.button7 = this.button7;
2772         store.button8 = this.button8;
2773         store.button9 = this.button9;
2774         store.button10 = this.button10;
2775         store.button11 = this.button11;
2776         store.button12 = this.button12;
2777         store.button13 = this.button13;
2778         store.button14 = this.button14;
2779         store.button15 = this.button15;
2780         store.button16 = this.button16;
2781         store.buttonuse = this.buttonuse;
2782         store.buttonchat = this.buttonchat;
2783
2784         store.cursor_active = this.cursor_active;
2785         store.cursor_screen = this.cursor_screen;
2786         store.cursor_trace_start = this.cursor_trace_start;
2787         store.cursor_trace_endpos = this.cursor_trace_endpos;
2788         store.cursor_trace_ent = this.cursor_trace_ent;
2789
2790         store.ping = this.ping;
2791         store.ping_packetloss = this.ping_packetloss;
2792         store.ping_movementloss = this.ping_movementloss;
2793
2794         store.v_angle = this.v_angle;
2795         store.movement = this.movement;
2796 }
2797
2798 NET_HANDLE(fpsreport, bool)
2799 {
2800         int fps = ReadShort();
2801         PlayerScore_Set(sender, SP_FPS, fps);
2802         return true;
2803 }