]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
7 #include "impulse.qh"
8 #include "player.qh"
9 #include "ipban.qh"
10 #include "miscfunctions.qh"
11 #include "portals.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "g_damage.qh"
16 #include "g_hook.qh"
17 #include "command/common.qh"
18 #include "cheats.qh"
19 #include "g_world.qh"
20 #include "race.qh"
21 #include "antilag.qh"
22 #include "campaign.qh"
23 #include "command/common.qh"
24 #include "scores_rules.qh"
25
26 #include "bot/api.qh"
27
28 #include "../common/ent_cs.qh"
29 #include "../common/wepent.qh"
30 #include <common/state.qh>
31
32 #include <common/effects/qc/globalsound.qh>
33
34 #include "../common/triggers/func/conveyor.qh"
35 #include "../common/triggers/teleporters.qh"
36
37 #include "../common/vehicles/all.qh"
38
39 #include "weapons/hitplot.qh"
40 #include "weapons/weaponsystem.qh"
41
42 #include "../common/net_notice.qh"
43 #include "../common/net_linked.qh"
44 #include "../common/physics/player.qh"
45
46 #include "../common/items/_mod.qh"
47
48 #include "../common/mutators/mutator/waypoints/all.qh"
49
50 #include "../common/triggers/subs.qh"
51 #include "../common/triggers/triggers.qh"
52 #include "../common/triggers/trigger/secret.qh"
53
54 #include "../common/minigames/sv_minigames.qh"
55
56 #include "../common/items/inventory.qh"
57
58 #include "../common/monsters/sv_monsters.qh"
59
60 #include "../lib/warpzone/server.qh"
61
62 #include <common/mutators/mutator/overkill/okvortex.qh>
63
64 STATIC_METHOD(Client, Add, void(Client this, int _team))
65 {
66     ClientConnect(this);
67     TRANSMUTE(Player, this);
68     this.frame = 12; // 7
69     this.team = _team;
70     PutClientInServer(this);
71 }
72
73 void PutObserverInServer(entity this);
74
75 STATIC_METHOD(Client, Remove, void(Client this))
76 {
77     TRANSMUTE(Observer, this);
78     PutClientInServer(this);
79     ClientDisconnect(this);
80 }
81
82 void send_CSQC_teamnagger() {
83         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
84 }
85
86 int CountSpectators(entity player, entity to)
87 {
88         if(!player) { return 0; } // not sure how, but best to be safe
89
90         int spec_count = 0;
91
92         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
93         {
94                 spec_count++;
95         });
96
97         return spec_count;
98 }
99
100 void WriteSpectators(entity player, entity to)
101 {
102         if(!player) { return; } // not sure how, but best to be safe
103
104         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
105         {
106                 WriteByte(MSG_ENTITY, num_for_edict(it));
107         });
108 }
109
110 bool ClientData_Send(entity this, entity to, int sf)
111 {
112         assert(to == this.owner, return false);
113
114         entity e = to;
115         if (IS_SPEC(e)) e = e.enemy;
116
117         sf = 0;
118         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
119         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
120         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
121         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
122
123         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
124         WriteByte(MSG_ENTITY, sf);
125
126         if (sf & BIT(1))
127                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
128
129         if(sf & BIT(4))
130         {
131                 float specs = CountSpectators(e, to);
132                 WriteByte(MSG_ENTITY, specs);
133                 WriteSpectators(e, to);
134         }
135
136         return true;
137 }
138
139 void ClientData_Attach(entity this)
140 {
141         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
142         CS(this).clientdata.drawonlytoclient = this;
143         CS(this).clientdata.owner = this;
144 }
145
146 void ClientData_Detach(entity this)
147 {
148         delete(CS(this).clientdata);
149         CS(this).clientdata = NULL;
150 }
151
152 void ClientData_Touch(entity e)
153 {
154         CS(e).clientdata.SendFlags = 1;
155
156         // make it spectatable
157         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
158 }
159
160 void SetSpectatee(entity this, entity spectatee);
161 void SetSpectatee_status(entity this, int spectatee_num);
162
163
164 /*
165 =============
166 CheckPlayerModel
167
168 Checks if the argument string can be a valid playermodel.
169 Returns a valid one in doubt.
170 =============
171 */
172 string FallbackPlayerModel;
173 string CheckPlayerModel(string plyermodel) {
174         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
175         {
176                 // note: we cannot summon Don Strunzone here, some player may
177                 // still have the model string set. In case anyone manages how
178                 // to change a cvar default, we'll have a small leak here.
179                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
180         }
181         // only in right path
182         if( substring(plyermodel,0,14) != "models/player/")
183                 return FallbackPlayerModel;
184         // only good file extensions
185         if(substring(plyermodel,-4,4) != ".zym")
186         if(substring(plyermodel,-4,4) != ".dpm")
187         if(substring(plyermodel,-4,4) != ".iqm")
188         if(substring(plyermodel,-4,4) != ".md3")
189         if(substring(plyermodel,-4,4) != ".psk")
190                 return FallbackPlayerModel;
191         // forbid the LOD models
192         if(substring(plyermodel, -9,5) == "_lod1")
193                 return FallbackPlayerModel;
194         if(substring(plyermodel, -9,5) == "_lod2")
195                 return FallbackPlayerModel;
196         if(plyermodel != strtolower(plyermodel))
197                 return FallbackPlayerModel;
198         // also, restrict to server models
199         if(autocvar_sv_servermodelsonly)
200         {
201                 if(!fexists(plyermodel))
202                         return FallbackPlayerModel;
203         }
204         return plyermodel;
205 }
206
207 void setplayermodel(entity e, string modelname)
208 {
209         precache_model(modelname);
210         _setmodel(e, modelname);
211         player_setupanimsformodel(e);
212         if(!autocvar_g_debug_globalsounds)
213                 UpdatePlayerSounds(e);
214 }
215
216 void FixPlayermodel(entity player);
217 /** putting a client as observer in the server */
218 void PutObserverInServer(entity this)
219 {
220     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
221         PlayerState_detach(this);
222
223         if (IS_PLAYER(this) && this.health >= 1) {
224         // despawn effect
225                 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
226     }
227
228     {
229         entity spot = SelectSpawnPoint(this, true);
230         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
231         this.angles = vec2(spot.angles);
232         this.fixangle = true;
233         // offset it so that the spectator spawns higher off the ground, looks better this way
234         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
235         if (IS_REAL_CLIENT(this))
236         {
237             msg_entity = this;
238             WriteByte(MSG_ONE, SVC_SETVIEW);
239             WriteEntity(MSG_ONE, this);
240         }
241         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
242         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
243         if(!autocvar_g_debug_globalsounds)
244         {
245                 // needed for player sounds
246                 this.model = "";
247                 FixPlayermodel(this);
248         }
249         setmodel(this, MDL_Null);
250         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
251         this.view_ofs = '0 0 0';
252     }
253
254     RemoveGrapplingHooks(this);
255         Portal_ClearAll(this);
256         Unfreeze(this);
257         SetSpectatee(this, NULL);
258
259         if (this.alivetime)
260         {
261                 if (!warmup_stage)
262                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
263                 this.alivetime = 0;
264         }
265
266         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
267
268         WaypointSprite_PlayerDead(this);
269
270         if (mutator_returnvalue) {
271             // mutator prevents resetting teams+score
272         } else {
273                 this.team = -1;  // move this as it is needed to log the player spectating in eventlog
274         this.frags = FRAGS_SPECTATOR;
275         PlayerScore_Clear(this);  // clear scores when needed
276     }
277
278         if (CS(this).killcount != FRAGS_SPECTATOR)
279         {
280                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
281                 if(!game_stopped)
282                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
283                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
284
285                 if(!CS(this).just_joined)
286                         LogTeamchange(this.playerid, -1, 4);
287                 else
288                         CS(this).just_joined = false;
289         }
290
291         accuracy_resend(this);
292
293         CS(this).spectatortime = time;
294         if(this.bot_attack)
295                 IL_REMOVE(g_bot_targets, this);
296         this.bot_attack = false;
297     this.hud = HUD_NORMAL;
298         TRANSMUTE(Observer, this);
299         this.iscreature = false;
300         this.teleportable = TELEPORT_SIMPLE;
301         if(this.damagedbycontents)
302                 IL_REMOVE(g_damagedbycontents, this);
303         this.damagedbycontents = false;
304         this.health = FRAGS_SPECTATOR;
305         SetSpectatee_status(this, etof(this));
306         this.takedamage = DAMAGE_NO;
307         this.solid = SOLID_NOT;
308         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
309         this.flags = FL_CLIENT | FL_NOTARGET;
310         this.armorvalue = 666;
311         this.effects = 0;
312         this.armorvalue = autocvar_g_balance_armor_start;
313         this.pauserotarmor_finished = 0;
314         this.pauserothealth_finished = 0;
315         this.pauseregen_finished = 0;
316         this.damageforcescale = 0;
317         this.death_time = 0;
318         this.respawn_flags = 0;
319         this.respawn_time = 0;
320         this.stat_respawn_time = 0;
321         this.alpha = 0;
322         this.scale = 0;
323         this.fade_time = 0;
324         this.pain_frame = 0;
325         this.pain_finished = 0;
326         this.strength_finished = 0;
327         this.invincible_finished = 0;
328         this.superweapons_finished = 0;
329         this.pushltime = 0;
330         this.istypefrag = 0;
331         setthink(this, func_null);
332         this.nextthink = 0;
333         this.deadflag = DEAD_NO;
334         this.crouch = false;
335         this.revive_progress = 0;
336         this.revival_time = 0;
337
338         this.items = 0;
339         this.weapons = '0 0 0';
340         this.drawonlytoclient = this;
341
342         this.weaponmodel = "";
343         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
344         {
345                 this.weaponentities[slot] = NULL;
346         }
347         this.exteriorweaponentity = NULL;
348         CS(this).killcount = FRAGS_SPECTATOR;
349         this.velocity = '0 0 0';
350         this.avelocity = '0 0 0';
351         this.punchangle = '0 0 0';
352         this.punchvector = '0 0 0';
353         this.oldvelocity = this.velocity;
354         this.fire_endtime = -1;
355         this.event_damage = func_null;
356
357         for(int slot = 0; slot < MAX_AXH; ++slot)
358         {
359                 entity axh = this.(AuxiliaryXhair[slot]);
360                 this.(AuxiliaryXhair[slot]) = NULL;
361
362                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
363                         delete(axh);
364         }
365 }
366
367 int player_getspecies(entity this)
368 {
369         get_model_parameters(this.model, this.skin);
370         int s = get_model_parameters_species;
371         get_model_parameters(string_null, 0);
372         if (s < 0) return SPECIES_HUMAN;
373         return s;
374 }
375
376 .float model_randomizer;
377 void FixPlayermodel(entity player)
378 {
379         string defaultmodel = "";
380         int defaultskin = 0;
381         if(autocvar_sv_defaultcharacter)
382         {
383                 if(teamplay)
384                 {
385                         switch(player.team)
386                         {
387                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
388                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
389                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
390                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
391                         }
392                 }
393
394                 if(defaultmodel == "")
395                 {
396                         defaultmodel = autocvar_sv_defaultplayermodel;
397                         defaultskin = autocvar_sv_defaultplayerskin;
398                 }
399
400                 int n = tokenize_console(defaultmodel);
401                 if(n > 0)
402                 {
403                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
404                         // However, do NOT randomize if the player-selected model is in the list.
405                         for (int i = 0; i < n; ++i)
406                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
407                                         defaultmodel = argv(i);
408                 }
409
410                 int i = strstrofs(defaultmodel, ":", 0);
411                 if(i >= 0)
412                 {
413                         defaultskin = stof(substring(defaultmodel, i+1, -1));
414                         defaultmodel = substring(defaultmodel, 0, i);
415                 }
416         }
417         if(autocvar_sv_defaultcharacterskin && !defaultskin)
418         {
419                 if(teamplay)
420                 {
421                         switch(player.team)
422                         {
423                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
424                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
425                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
426                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
427                         }
428                 }
429
430                 if(!defaultskin)
431                         defaultskin = autocvar_sv_defaultplayerskin;
432         }
433
434         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
435         defaultmodel = M_ARGV(0, string);
436         defaultskin = M_ARGV(1, int);
437
438         bool chmdl = false;
439         int oldskin;
440         if(defaultmodel != "")
441         {
442                 if (defaultmodel != player.model)
443                 {
444                         vector m1 = player.mins;
445                         vector m2 = player.maxs;
446                         setplayermodel (player, defaultmodel);
447                         setsize (player, m1, m2);
448                         chmdl = true;
449                 }
450
451                 oldskin = player.skin;
452                 player.skin = defaultskin;
453         } else {
454                 if (player.playermodel != player.model || player.playermodel == "")
455                 {
456                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
457                         vector m1 = player.mins;
458                         vector m2 = player.maxs;
459                         setplayermodel (player, player.playermodel);
460                         setsize (player, m1, m2);
461                         chmdl = true;
462                 }
463
464                 if(!autocvar_sv_defaultcharacterskin)
465                 {
466                         oldskin = player.skin;
467                         player.skin = stof(player.playerskin);
468                 }
469                 else
470                 {
471                         oldskin = player.skin;
472                         player.skin = defaultskin;
473                 }
474         }
475
476         if(chmdl || oldskin != player.skin) // model or skin has changed
477         {
478                 player.species = player_getspecies(player); // update species
479                 if(!autocvar_g_debug_globalsounds)
480                         UpdatePlayerSounds(player); // update skin sounds
481         }
482
483         if(!teamplay)
484                 if(strlen(autocvar_sv_defaultplayercolors))
485                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
486                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
487 }
488
489 void PutPlayerInServer(entity this)
490 {
491         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
492
493         PlayerState_attach(this);
494         accuracy_resend(this);
495
496         if (this.team < 0)
497                 JoinBestTeam(this, false, true);
498
499         entity spot = SelectSpawnPoint(this, false);
500         if (!spot) {
501                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
502                 return; // spawn failed
503         }
504
505         TRANSMUTE(Player, this);
506
507         CS(this).wasplayer = true;
508         this.iscreature = true;
509         this.teleportable = TELEPORT_NORMAL;
510         if(!this.damagedbycontents)
511                 IL_PUSH(g_damagedbycontents, this);
512         this.damagedbycontents = true;
513         set_movetype(this, MOVETYPE_WALK);
514         this.solid = SOLID_SLIDEBOX;
515         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
516         if (autocvar_g_playerclip_collisions)
517                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
518         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
519                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
520         this.frags = FRAGS_PLAYER;
521         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
522         this.flags = FL_CLIENT | FL_PICKUPITEMS;
523         if (autocvar__notarget)
524                 this.flags |= FL_NOTARGET;
525         this.takedamage = DAMAGE_AIM;
526         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
527         this.dmg = 2; // WTF
528
529         if (warmup_stage) {
530                 this.ammo_shells = warmup_start_ammo_shells;
531                 this.ammo_nails = warmup_start_ammo_nails;
532                 this.ammo_rockets = warmup_start_ammo_rockets;
533                 this.ammo_cells = warmup_start_ammo_cells;
534                 this.ammo_plasma = warmup_start_ammo_plasma;
535                 this.ammo_fuel = warmup_start_ammo_fuel;
536                 this.health = warmup_start_health;
537                 this.armorvalue = warmup_start_armorvalue;
538                 this.weapons = WARMUP_START_WEAPONS;
539         } else {
540                 this.ammo_shells = start_ammo_shells;
541                 this.ammo_nails = start_ammo_nails;
542                 this.ammo_rockets = start_ammo_rockets;
543                 this.ammo_cells = start_ammo_cells;
544                 this.ammo_plasma = start_ammo_plasma;
545                 this.ammo_fuel = start_ammo_fuel;
546                 this.health = start_health;
547                 this.armorvalue = start_armorvalue;
548                 this.weapons = start_weapons;
549         }
550         SetSpectatee_status(this, 0);
551
552         PS(this).dual_weapons = '0 0 0';
553
554         this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
555
556         this.items = start_items;
557
558         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
559         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
560         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
561         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
562         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
563         // extend the pause of rotting if client was reset at the beginning of the countdown
564         if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
565                 float f = game_starttime - time;
566                 this.spawnshieldtime += f;
567                 this.pauserotarmor_finished += f;
568                 this.pauserothealth_finished += f;
569                 this.pauseregen_finished += f;
570         }
571         this.damageforcescale = 2;
572         this.death_time = 0;
573         this.respawn_flags = 0;
574         this.respawn_time = 0;
575         this.stat_respawn_time = 0;
576         this.scale = autocvar_sv_player_scale;
577         this.fade_time = 0;
578         this.pain_frame = 0;
579         this.pain_finished = 0;
580         this.pushltime = 0;
581         setthink(this, func_null); // players have no think function
582         this.nextthink = 0;
583         this.dmg_team = 0;
584         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
585
586         this.deadflag = DEAD_NO;
587
588         this.angles = spot.angles;
589         this.angles_z = 0; // never spawn tilted even if the spot says to
590         if (IS_BOT_CLIENT(this))
591                 this.v_angle = this.angles;
592         this.fixangle = true; // turn this way immediately
593         this.oldvelocity = this.velocity = '0 0 0';
594         this.avelocity = '0 0 0';
595         this.punchangle = '0 0 0';
596         this.punchvector = '0 0 0';
597
598         this.strength_finished = 0;
599         this.invincible_finished = 0;
600         this.fire_endtime = -1;
601         this.revive_progress = 0;
602         this.revival_time = 0;
603         this.air_finished = time + 12;
604
605         entity spawnevent = new_pure(spawnevent);
606         spawnevent.owner = this;
607         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
608
609         // Cut off any still running player sounds.
610         stopsound(this, CH_PLAYER_SINGLE);
611
612         this.model = "";
613         FixPlayermodel(this);
614         this.drawonlytoclient = NULL;
615
616         this.viewloc = NULL;
617
618         this.crouch = false;
619         this.view_ofs = STAT(PL_VIEW_OFS, this);
620         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
621         this.spawnorigin = spot.origin;
622         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
623         // don't reset back to last position, even if new position is stuck in solid
624         this.oldorigin = this.origin;
625         this.lastteleporttime = time; // prevent insane speeds due to changing origin
626         if(this.conveyor)
627                 IL_REMOVE(g_conveyed, this);
628         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
629         this.hud = HUD_NORMAL;
630
631         this.event_damage = PlayerDamage;
632
633         if(!this.bot_attack)
634                 IL_PUSH(g_bot_targets, this);
635         this.bot_attack = true;
636         if(!this.monster_attack)
637                 IL_PUSH(g_monster_targets, this);
638         this.monster_attack = true;
639         navigation_dynamicgoal_init(this, false);
640
641         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
642
643         if (CS(this).killcount == FRAGS_SPECTATOR) {
644                 PlayerScore_Clear(this);
645                 CS(this).killcount = 0;
646         }
647
648         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
649         {
650                 .entity weaponentity = weaponentities[slot];
651                 entity oldwep = this.(weaponentity);
652                 CL_SpawnWeaponentity(this, weaponentity);
653                 if(oldwep && oldwep.owner == this)
654                         this.(weaponentity).m_gunalign = oldwep.m_gunalign;
655         }
656         this.alpha = default_player_alpha;
657         this.colormod = '1 1 1' * autocvar_g_player_brightness;
658         this.exteriorweaponentity.alpha = default_weapon_alpha;
659
660         this.speedrunning = false;
661
662         target_voicescript_clear(this);
663
664         // reset fields the weapons may use
665         FOREACH(Weapons, true, {
666                 it.wr_resetplayer(it, this);
667                         // reload all reloadable weapons
668                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
669                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
670                         {
671                                 .entity weaponentity = weaponentities[slot];
672                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
673                         }
674                 }
675         });
676
677         {
678                 string s = spot.target;
679                 spot.target = string_null;
680                 SUB_UseTargets(spot, this, NULL);
681                 spot.target = s;
682         }
683
684         Unfreeze(this);
685
686         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
687
688         if (autocvar_spawn_debug)
689         {
690                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
691                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
692         }
693
694         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
695         {
696                 .entity weaponentity = weaponentities[slot];
697                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
698                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
699                 else
700                         this.(weaponentity).m_switchweapon = WEP_Null;
701                 this.(weaponentity).m_weapon = WEP_Null;
702                 this.(weaponentity).weaponname = "";
703                 this.(weaponentity).m_switchingweapon = WEP_Null;
704                 this.(weaponentity).cnt = -1;
705         }
706
707         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
708
709         if (!warmup_stage && !this.alivetime)
710                 this.alivetime = time;
711
712         antilag_clear(this, CS(this));
713 }
714
715 /** Called when a client spawns in the server */
716 void PutClientInServer(entity this)
717 {
718         if (IS_BOT_CLIENT(this)) {
719                 TRANSMUTE(Player, this);
720         } else if (IS_REAL_CLIENT(this)) {
721                 msg_entity = this;
722                 WriteByte(MSG_ONE, SVC_SETVIEW);
723                 WriteEntity(MSG_ONE, this);
724         }
725         if (game_stopped)
726                 TRANSMUTE(Observer, this);
727
728         SetSpectatee(this, NULL);
729
730         // reset player keys
731         if(PS(this))
732                 PS(this).itemkeys = 0;
733
734         MUTATOR_CALLHOOK(PutClientInServer, this);
735
736         if (IS_OBSERVER(this)) {
737                 PutObserverInServer(this);
738         } else if (IS_PLAYER(this)) {
739                 PutPlayerInServer(this);
740         }
741 }
742
743 void ClientInit_misc(entity this);
744
745 // TODO do we need all these fields, or should we stop autodetecting runtime
746 // changes and just have a console command to update this?
747 bool ClientInit_SendEntity(entity this, entity to, int sf)
748 {
749         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
750         return = true;
751         msg_entity = to;
752         // MSG_INIT replacement
753         // TODO: make easier to use
754         Registry_send_all();
755         W_PROP_reload(MSG_ONE, to);
756         ClientInit_misc(this);
757         MUTATOR_CALLHOOK(Ent_Init);
758 }
759 void ClientInit_misc(entity this)
760 {
761         int channel = MSG_ONE;
762         WriteHeader(channel, ENT_CLIENT_INIT);
763         WriteByte(channel, g_nexball_meter_period * 32);
764         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
765         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
766         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
767         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
768         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
769         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
770         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
771         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
772
773         if(sv_foginterval && world.fog != "")
774                 WriteString(channel, world.fog);
775         else
776                 WriteString(channel, "");
777         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
778         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
779         WriteByte(channel, serverflags);
780         WriteCoord(channel, autocvar_g_trueaim_minrange);
781 }
782
783 void ClientInit_CheckUpdate(entity this)
784 {
785         this.nextthink = time;
786         if(this.count != autocvar_g_balance_armor_blockpercent)
787         {
788                 this.count = autocvar_g_balance_armor_blockpercent;
789                 this.SendFlags |= 1;
790         }
791         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
792         {
793                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
794                 this.SendFlags |= 1;
795         }
796 }
797
798 void ClientInit_Spawn()
799 {
800         entity e = new_pure(clientinit);
801         setthink(e, ClientInit_CheckUpdate);
802         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
803
804         ClientInit_CheckUpdate(e);
805 }
806
807 /*
808 =============
809 SetNewParms
810 =============
811 */
812 void SetNewParms ()
813 {
814         // initialize parms for a new player
815         parm1 = -(86400 * 366);
816
817         MUTATOR_CALLHOOK(SetNewParms);
818 }
819
820 /*
821 =============
822 SetChangeParms
823 =============
824 */
825 void SetChangeParms (entity this)
826 {
827         // save parms for level change
828         parm1 = CS(this).parm_idlesince - time;
829
830         MUTATOR_CALLHOOK(SetChangeParms);
831 }
832
833 /*
834 =============
835 DecodeLevelParms
836 =============
837 */
838 void DecodeLevelParms(entity this)
839 {
840         // load parms
841         CS(this).parm_idlesince = parm1;
842         if (CS(this).parm_idlesince == -(86400 * 366))
843                 CS(this).parm_idlesince = time;
844
845         // whatever happens, allow 60 seconds of idling directly after connect for map loading
846         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
847
848         MUTATOR_CALLHOOK(DecodeLevelParms);
849 }
850
851 /*
852 =============
853 ClientKill
854
855 Called when a client types 'kill' in the console
856 =============
857 */
858
859 .float clientkill_nexttime;
860 void ClientKill_Now_TeamChange(entity this)
861 {
862         if(CS(this).killindicator_teamchange == -1)
863         {
864                 JoinBestTeam( this, false, true );
865         }
866         else if(CS(this).killindicator_teamchange == -2)
867         {
868                 if(blockSpectators)
869                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
870                 PutObserverInServer(this);
871         }
872         else
873                 SV_ChangeTeam(this, CS(this).killindicator_teamchange - 1);
874         CS(this).killindicator_teamchange = 0;
875 }
876
877 void ClientKill_Now(entity this)
878 {
879         if(this.vehicle)
880         {
881             vehicles_exit(this.vehicle, VHEF_RELEASE);
882             if(!CS(this).killindicator_teamchange)
883             {
884             this.vehicle_health = -1;
885             Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
886             }
887         }
888
889         if(this.killindicator && !wasfreed(this.killindicator))
890                 delete(this.killindicator);
891
892         this.killindicator = NULL;
893
894         if(CS(this).killindicator_teamchange)
895                 ClientKill_Now_TeamChange(this);
896
897         if(!IS_SPEC(this) && !IS_OBSERVER(this))
898                 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
899
900         // now I am sure the player IS dead
901 }
902 void KillIndicator_Think(entity this)
903 {
904         if (game_stopped)
905         {
906                 this.owner.killindicator = NULL;
907                 delete(this);
908                 return;
909         }
910
911         if (this.owner.alpha < 0 && !this.owner.vehicle)
912         {
913                 this.owner.killindicator = NULL;
914                 delete(this);
915                 return;
916         }
917
918         if(this.cnt <= 0)
919         {
920                 ClientKill_Now(this.owner);
921                 return;
922         }
923     else if(this.health == 1) // health == 1 means that it's silent
924     {
925         this.nextthink = time + 1;
926         this.cnt -= 1;
927     }
928         else
929         {
930                 if(this.cnt <= 10)
931                         setmodel(this, MDL_NUM(this.cnt));
932                 if(IS_REAL_CLIENT(this.owner))
933                 {
934                         if(this.cnt <= 10)
935                                 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
936                 }
937                 this.nextthink = time + 1;
938                 this.cnt -= 1;
939         }
940 }
941
942 float clientkilltime;
943 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
944 {
945         float killtime;
946         float starttime;
947
948         if (game_stopped)
949                 return;
950
951         killtime = autocvar_g_balance_kill_delay;
952
953     if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
954         return;
955     killtime = M_ARGV(1, float);
956
957         CS(this).killindicator_teamchange = targetteam;
958
959     if(!this.killindicator)
960         {
961                 if(!IS_DEAD(this))
962                 {
963                         killtime = max(killtime, this.clientkill_nexttime - time);
964                         this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
965                 }
966
967                 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
968                 {
969                         ClientKill_Now(this);
970                 }
971                 else
972                 {
973                         starttime = max(time, clientkilltime);
974
975                         this.killindicator = spawn();
976                         this.killindicator.owner = this;
977                         this.killindicator.scale = 0.5;
978                         setattachment(this.killindicator, this, "");
979                         setorigin(this.killindicator, '0 0 52');
980                         setthink(this.killindicator, KillIndicator_Think);
981                         this.killindicator.nextthink = starttime + (this.lip) * 0.05;
982                         clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
983                         this.killindicator.cnt = ceil(killtime);
984                         this.killindicator.count = bound(0, ceil(killtime), 10);
985                         //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
986
987                         IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
988                         {
989                                 it.killindicator = spawn();
990                                 it.killindicator.owner = it;
991                                 it.killindicator.scale = 0.5;
992                                 setattachment(it.killindicator, it, "");
993                                 setorigin(it.killindicator, '0 0 52');
994                                 setthink(it.killindicator, KillIndicator_Think);
995                                 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
996                                 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
997                                 it.killindicator.cnt = ceil(killtime);
998                         });
999                         this.lip = 0;
1000                 }
1001         }
1002         if(this.killindicator)
1003         {
1004                 if(targetteam == 0) // just die
1005                 {
1006                         this.killindicator.colormod = '0 0 0';
1007                         if(IS_REAL_CLIENT(this))
1008                         if(this.killindicator.cnt > 0)
1009                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1010                 }
1011                 else if(targetteam == -1) // auto
1012                 {
1013                         this.killindicator.colormod = '0 1 0';
1014                         if(IS_REAL_CLIENT(this))
1015                         if(this.killindicator.cnt > 0)
1016                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1017                 }
1018                 else if(targetteam == -2) // spectate
1019                 {
1020                         this.killindicator.colormod = '0.5 0.5 0.5';
1021                         if(IS_REAL_CLIENT(this))
1022                         if(this.killindicator.cnt > 0)
1023                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1024                 }
1025                 else
1026                 {
1027                         this.killindicator.colormod = Team_ColorRGB(targetteam);
1028                         if(IS_REAL_CLIENT(this))
1029                         if(this.killindicator.cnt > 0)
1030                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1031                 }
1032         }
1033
1034 }
1035
1036 void ClientKill (entity this)
1037 {
1038         if(game_stopped) return;
1039         if(this.player_blocked) return;
1040         if(STAT(FROZEN, this)) return;
1041
1042         ClientKill_TeamChange(this, 0);
1043 }
1044
1045 void FixClientCvars(entity e)
1046 {
1047         // send prediction settings to the client
1048         stuffcmd(e, "\nin_bindmap 0 0\n");
1049         if(autocvar_g_antilag == 3) // client side hitscan
1050                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1051         if(autocvar_sv_gentle)
1052                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1053
1054         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1055         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1056
1057         MUTATOR_CALLHOOK(FixClientCvars, e);
1058 }
1059
1060 bool findinlist_abbrev(string tofind, string list)
1061 {
1062         if(list == "" || tofind == "")
1063                 return false; // empty list or search, just return
1064
1065         // this function allows abbreviated strings!
1066         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1067         {
1068                 return true;
1069         });
1070
1071         return false;
1072 }
1073
1074 bool PlayerInIPList(entity p, string iplist)
1075 {
1076         // some safety checks (never allow local?)
1077         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1078                 return false;
1079
1080         return findinlist_abbrev(p.netaddress, iplist);
1081 }
1082
1083 bool PlayerInIDList(entity p, string idlist)
1084 {
1085         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1086         if(!p.crypto_idfp)
1087                 return false;
1088
1089         return findinlist_abbrev(p.crypto_idfp, idlist);
1090 }
1091
1092 bool PlayerInList(entity player, string list)
1093 {
1094         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1095 }
1096
1097 #ifdef DP_EXT_PRECONNECT
1098 /*
1099 =============
1100 ClientPreConnect
1101
1102 Called once (not at each match start) when a client begins a connection to the server
1103 =============
1104 */
1105 void ClientPreConnect(entity this)
1106 {
1107         if(autocvar_sv_eventlog)
1108         {
1109                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1110                         this.playerid,
1111                         etof(this),
1112                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1113                 ));
1114         }
1115 }
1116 #endif
1117
1118 /**
1119 =============
1120 ClientConnect
1121
1122 Called when a client connects to the server
1123 =============
1124 */
1125 void ClientConnect(entity this)
1126 {
1127         if (Ban_MaybeEnforceBanOnce(this)) return;
1128         assert(!IS_CLIENT(this), return);
1129         this.flags |= FL_CLIENT;
1130         assert(player_count >= 0, player_count = 0);
1131
1132 #ifdef WATERMARK
1133         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1134 #endif
1135         TRANSMUTE(Client, this);
1136         CS(this).version_nagtime = time + 10 + random() * 10;
1137
1138         // identify the right forced team
1139         if (autocvar_g_campaign)
1140         {
1141                 if (IS_REAL_CLIENT(this)) // only players, not bots
1142                 {
1143                         switch (autocvar_g_campaign_forceteam)
1144                         {
1145                                 case 1: this.team_forced = NUM_TEAM_1; break;
1146                                 case 2: this.team_forced = NUM_TEAM_2; break;
1147                                 case 3: this.team_forced = NUM_TEAM_3; break;
1148                                 case 4: this.team_forced = NUM_TEAM_4; break;
1149                                 default: this.team_forced = 0;
1150                         }
1151                 }
1152         }
1153         else if (PlayerInList(this, autocvar_g_forced_team_red))    this.team_forced = NUM_TEAM_1;
1154         else if (PlayerInList(this, autocvar_g_forced_team_blue))   this.team_forced = NUM_TEAM_2;
1155         else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1156         else if (PlayerInList(this, autocvar_g_forced_team_pink))   this.team_forced = NUM_TEAM_4;
1157         else switch (autocvar_g_forced_team_otherwise)
1158         {
1159                 default: this.team_forced = 0; break;
1160                 case "red": this.team_forced = NUM_TEAM_1; break;
1161                 case "blue": this.team_forced = NUM_TEAM_2; break;
1162                 case "yellow": this.team_forced = NUM_TEAM_3; break;
1163                 case "pink": this.team_forced = NUM_TEAM_4; break;
1164                 case "spectate":
1165                 case "spectator":
1166                         this.team_forced = -1;
1167                         break;
1168         }
1169         if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1170
1171     {
1172         int id = this.playerid;
1173         this.playerid = 0; // silent
1174             JoinBestTeam(this, false, false); // if the team number is valid, keep it
1175             this.playerid = id;
1176     }
1177
1178         if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1179                 TRANSMUTE(Observer, this);
1180         } else {
1181                 if (!teamplay || autocvar_g_balance_teams) {
1182                         TRANSMUTE(Player, this);
1183                         campaign_bots_may_start = true;
1184                 } else {
1185                         TRANSMUTE(Observer, this); // do it anyway
1186                 }
1187         }
1188
1189         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1190
1191         // always track bots, don't ask for cl_allow_uidtracking
1192         if (IS_BOT_CLIENT(this))
1193                 PlayerStats_GameReport_AddPlayer(this);
1194         else
1195                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1196
1197         if (autocvar_sv_eventlog)
1198                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1199
1200         LogTeamchange(this.playerid, this.team, 1);
1201
1202         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1203
1204         CS(this).netname_previous = strzone(this.netname);
1205
1206         if(teamplay && IS_PLAYER(this))
1207                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1208         else
1209                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1210
1211         stuffcmd(this, clientstuff, "\n");
1212         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1213
1214         FixClientCvars(this);
1215
1216         // get version info from player
1217         stuffcmd(this, "cmd clientversion $gameversion\n");
1218
1219         // notify about available teams
1220         if (teamplay)
1221         {
1222                 CheckAllowedTeams(this);
1223                 int t = 0;
1224                 if (c1 >= 0) t |= BIT(0);
1225                 if (c2 >= 0) t |= BIT(1);
1226                 if (c3 >= 0) t |= BIT(2);
1227                 if (c4 >= 0) t |= BIT(3);
1228                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1229         }
1230         else
1231         {
1232                 stuffcmd(this, "set _teams_available 0\n");
1233         }
1234
1235         bot_relinkplayerlist();
1236
1237         CS(this).spectatortime = time;
1238         if (blockSpectators)
1239         {
1240                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1241         }
1242
1243         CS(this).jointime = time;
1244
1245         if (IS_REAL_CLIENT(this))
1246         {
1247                 if (g_weaponarena_weapons == WEPSET(TUBA))
1248                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1249         }
1250
1251         if (!sv_foginterval && world.fog != "")
1252                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1253
1254         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1255                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1256                         send_CSQC_teamnagger();
1257
1258         CSQCMODEL_AUTOINIT(this);
1259
1260         CS(this).model_randomizer = random();
1261
1262         if (IS_REAL_CLIENT(this))
1263                 sv_notice_join(this);
1264
1265         // update physics stats (players can spawn before physics runs)
1266         Physics_UpdateStats(this);
1267
1268         IL_EACH(g_initforplayer, it.init_for_player, {
1269                 it.init_for_player(it, this);
1270         });
1271
1272         MUTATOR_CALLHOOK(ClientConnect, this);
1273
1274         if (IS_REAL_CLIENT(this))
1275         {
1276                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1277                 {
1278                         CS(this).motd_actived_time = -1;
1279                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1280                 }
1281         }
1282 }
1283 /*
1284 =============
1285 ClientDisconnect
1286
1287 Called when a client disconnects from the server
1288 =============
1289 */
1290 .entity chatbubbleentity;
1291 void ReadyCount();
1292 void ClientDisconnect(entity this)
1293 {
1294         assert(IS_CLIENT(this), return);
1295
1296         PlayerStats_GameReport_FinalizePlayer(this);
1297         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1298         if (CS(this).active_minigame) part_minigame(this);
1299         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1300
1301         if (autocvar_sv_eventlog)
1302                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1303
1304         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1305
1306         if(IS_SPEC(this))
1307                 SetSpectatee(this, NULL);
1308
1309     MUTATOR_CALLHOOK(ClientDisconnect, this);
1310
1311         if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1312         ClientState_detach(this);
1313
1314         Portal_ClearAll(this);
1315
1316         Unfreeze(this);
1317
1318         RemoveGrapplingHooks(this);
1319
1320         // Here, everything has been done that requires this player to be a client.
1321
1322         this.flags &= ~FL_CLIENT;
1323
1324         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1325         if (this.killindicator) delete(this.killindicator);
1326
1327         WaypointSprite_PlayerGone(this);
1328
1329         bot_relinkplayerlist();
1330
1331         if (this.clientstatus) strunzone(this.clientstatus);
1332         if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1333         if (this.personal) delete(this.personal);
1334
1335         this.playerid = 0;
1336         ReadyCount();
1337         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1338
1339         ONREMOVE(this);
1340 }
1341
1342 void ChatBubbleThink(entity this)
1343 {
1344         this.nextthink = time;
1345         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1346         {
1347                 if(this.owner) // but why can that ever be NULL?
1348                         this.owner.chatbubbleentity = NULL;
1349                 delete(this);
1350                 return;
1351         }
1352
1353         this.mdl = "";
1354
1355         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1356         {
1357                 if ( CS(this.owner).active_minigame )
1358                         this.mdl = "models/sprites/minigame_busy.iqm";
1359                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1360                         this.mdl = "models/misc/chatbubble.spr";
1361         }
1362
1363         if ( this.model != this.mdl )
1364                 _setmodel(this, this.mdl);
1365
1366 }
1367
1368 void UpdateChatBubble(entity this)
1369 {
1370         if (this.alpha < 0)
1371                 return;
1372         // spawn a chatbubble entity if needed
1373         if (!this.chatbubbleentity)
1374         {
1375                 this.chatbubbleentity = new(chatbubbleentity);
1376                 this.chatbubbleentity.owner = this;
1377                 this.chatbubbleentity.exteriormodeltoclient = this;
1378                 setthink(this.chatbubbleentity, ChatBubbleThink);
1379                 this.chatbubbleentity.nextthink = time;
1380                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1381                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1382                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1383                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1384                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1385                 //this.chatbubbleentity.model = "";
1386                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1387         }
1388 }
1389
1390
1391 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1392 // added to the model skins
1393 /*void UpdateColorModHack()
1394 {
1395         float c;
1396         c = this.clientcolors & 15;
1397         // LordHavoc: only bothering to support white, green, red, yellow, blue
1398              if (!teamplay) this.colormod = '0 0 0';
1399         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1400         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1401         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1402         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1403         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1404         else this.colormod = '1 1 1';
1405 }*/
1406
1407 void respawn(entity this)
1408 {
1409         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1410         {
1411                 this.solid = SOLID_NOT;
1412                 this.takedamage = DAMAGE_NO;
1413                 set_movetype(this, MOVETYPE_FLY);
1414                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1415                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1416                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1417                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1418                 if(autocvar_g_respawn_ghosts_maxtime)
1419                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1420         }
1421
1422         CopyBody(this, 1);
1423
1424         this.effects |= EF_NODRAW; // prevent another CopyBody
1425         PutClientInServer(this);
1426 }
1427
1428 void play_countdown(entity this, float finished, Sound samp)
1429 {
1430     TC(Sound, samp);
1431         if(IS_REAL_CLIENT(this))
1432                 if(floor(finished - time - frametime) != floor(finished - time))
1433                         if(finished - time < 6)
1434                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1435 }
1436
1437 void player_powerups(entity this)
1438 {
1439         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1440         int items_prev = this.items;
1441
1442         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1443                 this.modelflags |= MF_ROCKET;
1444         else
1445                 this.modelflags &= ~MF_ROCKET;
1446
1447         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1448
1449         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1450                 return;
1451
1452         Fire_ApplyDamage(this);
1453         Fire_ApplyEffect(this);
1454
1455         if (!g_instagib)
1456         {
1457                 if (this.items & ITEM_Strength.m_itemid)
1458                 {
1459                         play_countdown(this, this.strength_finished, SND_POWEROFF);
1460                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1461                         if (time > this.strength_finished)
1462                         {
1463                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1464                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1465                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1466                         }
1467                 }
1468                 else
1469                 {
1470                         if (time < this.strength_finished)
1471                         {
1472                                 this.items = this.items | ITEM_Strength.m_itemid;
1473                                 if(!g_cts)
1474                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1475                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1476                         }
1477                 }
1478                 if (this.items & ITEM_Shield.m_itemid)
1479                 {
1480                         play_countdown(this, this.invincible_finished, SND_POWEROFF);
1481                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1482                         if (time > this.invincible_finished)
1483                         {
1484                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1485                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1486                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1487                         }
1488                 }
1489                 else
1490                 {
1491                         if (time < this.invincible_finished)
1492                         {
1493                                 this.items = this.items | ITEM_Shield.m_itemid;
1494                                 if(!g_cts)
1495                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1496                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1497                         }
1498                 }
1499                 if (this.items & IT_SUPERWEAPON)
1500                 {
1501                         if (!(this.weapons & WEPSET_SUPERWEAPONS))
1502                         {
1503                                 this.superweapons_finished = 0;
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, this.superweapons_finished, SND_POWEROFF);
1515                                 if (time > this.superweapons_finished)
1516                                 {
1517                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1518                                         this.weapons &= ~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(this.weapons & WEPSET_SUPERWEAPONS)
1525                 {
1526                         if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1527                         {
1528                                 this.items = this.items | IT_SUPERWEAPON;
1529                                 if(!g_cts)
1530                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1531                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1532                         }
1533                         else
1534                         {
1535                                 this.superweapons_finished = 0;
1536                                 this.weapons &= ~WEPSET_SUPERWEAPONS;
1537                         }
1538                 }
1539                 else
1540                 {
1541                         this.superweapons_finished = 0;
1542                 }
1543         }
1544
1545         if(autocvar_g_nodepthtestplayers)
1546                 this.effects = this.effects | EF_NODEPTHTEST;
1547
1548         if(autocvar_g_fullbrightplayers)
1549                 this.effects = this.effects | EF_FULLBRIGHT;
1550
1551         if (time >= game_starttime)
1552         if (time < this.spawnshieldtime)
1553                 this.effects = this.effects | (EF_ADDITIVE | 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 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1579 {
1580         if(current > rotstable)
1581         {
1582                 if(rotframetime > 0)
1583                 {
1584                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1585                         current = max(rotstable, current - rotlinear * rotframetime);
1586                 }
1587         }
1588         else if(current < regenstable)
1589         {
1590                 if(regenframetime > 0)
1591                 {
1592                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1593                         current = min(regenstable, current + regenlinear * regenframetime);
1594                 }
1595         }
1596
1597         if(current > limit)
1598                 current = limit;
1599
1600         return current;
1601 }
1602
1603 void player_regen(entity this)
1604 {
1605         float max_mod, regen_mod, rot_mod, limit_mod;
1606         max_mod = regen_mod = rot_mod = limit_mod = 1;
1607
1608         float regen_health = autocvar_g_balance_health_regen;
1609         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1610         float regen_health_rot = autocvar_g_balance_health_rot;
1611         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1612         float regen_health_stable = autocvar_g_balance_health_regenstable;
1613         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1614         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1615                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1616         max_mod = M_ARGV(1, float);
1617         regen_mod = M_ARGV(2, float);
1618         rot_mod = M_ARGV(3, float);
1619         limit_mod = M_ARGV(4, float);
1620         regen_health = M_ARGV(5, float);
1621         regen_health_linear = M_ARGV(6, float);
1622         regen_health_rot = M_ARGV(7, float);
1623         regen_health_rotlinear = M_ARGV(8, float);
1624         regen_health_stable = M_ARGV(9, float);
1625         regen_health_rotstable = M_ARGV(10, float);
1626
1627         if(!mutator_returnvalue)
1628         if(!STAT(FROZEN, this))
1629         {
1630                 float mina, maxa, limith, limita;
1631                 maxa = autocvar_g_balance_armor_rotstable;
1632                 mina = autocvar_g_balance_armor_regenstable;
1633                 limith = autocvar_g_balance_health_limit;
1634                 limita = autocvar_g_balance_armor_limit;
1635
1636                 regen_health_rotstable = regen_health_rotstable * max_mod;
1637                 regen_health_stable = regen_health_stable * max_mod;
1638                 limith = limith * limit_mod;
1639                 limita = limita * limit_mod;
1640
1641                 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1642                 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1643         }
1644
1645         // if player rotted to death...  die!
1646         // check this outside above checks, as player may still be able to rot to death
1647         if(this.health < 1)
1648         {
1649                 if(this.vehicle)
1650                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1651                 if(this.event_damage)
1652                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1653         }
1654
1655         if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1656         {
1657                 float minf, maxf, limitf;
1658
1659                 maxf = autocvar_g_balance_fuel_rotstable;
1660                 minf = autocvar_g_balance_fuel_regenstable;
1661                 limitf = autocvar_g_balance_fuel_limit;
1662
1663                 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1664         }
1665         // Ugly hack to make sure the health and armor don't go beyond hard limit.
1666         // TODO: Remove this hack when all code uses GivePlayerHealth and
1667         // GivePlayerArmor.
1668         if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1669         {
1670                 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1671         }
1672         if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1673         {
1674                 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1675         }
1676         // End hack.
1677 }
1678
1679 bool zoomstate_set;
1680 void SetZoomState(entity this, float newzoom)
1681 {
1682         if(newzoom != CS(this).zoomstate)
1683         {
1684                 CS(this).zoomstate = newzoom;
1685                 ClientData_Touch(this);
1686         }
1687         zoomstate_set = true;
1688 }
1689
1690 void GetPressedKeys(entity this)
1691 {
1692         MUTATOR_CALLHOOK(GetPressedKeys, this);
1693         int keys = STAT(PRESSED_KEYS, this);
1694         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1695         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1696         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1697         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1698
1699         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1700         keys = BITSET(keys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(this));
1701         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1702         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1703         CS(this).pressedkeys = keys; // store for other users
1704
1705         STAT(PRESSED_KEYS, this) = keys;
1706 }
1707
1708 /*
1709 ======================
1710 spectate mode routines
1711 ======================
1712 */
1713
1714 void SpectateCopy(entity this, entity spectatee)
1715 {
1716     TC(Client, this); TC(Client, spectatee);
1717
1718         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1719         PS(this) = PS(spectatee);
1720         this.armortype = spectatee.armortype;
1721         this.armorvalue = spectatee.armorvalue;
1722         this.ammo_cells = spectatee.ammo_cells;
1723         this.ammo_plasma = spectatee.ammo_plasma;
1724         this.ammo_shells = spectatee.ammo_shells;
1725         this.ammo_nails = spectatee.ammo_nails;
1726         this.ammo_rockets = spectatee.ammo_rockets;
1727         this.ammo_fuel = spectatee.ammo_fuel;
1728         this.clip_load = spectatee.clip_load;
1729         this.clip_size = spectatee.clip_size;
1730         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1731         this.health = spectatee.health;
1732         CS(this).impulse = 0;
1733         this.items = spectatee.items;
1734         this.last_pickup = spectatee.last_pickup;
1735         this.hit_time = spectatee.hit_time;
1736         this.strength_finished = spectatee.strength_finished;
1737         this.invincible_finished = spectatee.invincible_finished;
1738         this.superweapons_finished = spectatee.superweapons_finished;
1739         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1740         this.weapons = spectatee.weapons;
1741         this.vortex_charge = spectatee.vortex_charge;
1742         this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1743         this.okvortex_charge = spectatee.okvortex_charge;
1744         this.okvortex_chargepool_ammo = spectatee.okvortex_chargepool_ammo;
1745         this.hagar_load = spectatee.hagar_load;
1746         this.arc_heat_percent = spectatee.arc_heat_percent;
1747         this.minelayer_mines = spectatee.minelayer_mines;
1748         this.punchangle = spectatee.punchangle;
1749         this.view_ofs = spectatee.view_ofs;
1750         this.velocity = spectatee.velocity;
1751         this.dmg_take = spectatee.dmg_take;
1752         this.dmg_save = spectatee.dmg_save;
1753         this.dmg_inflictor = spectatee.dmg_inflictor;
1754         this.v_angle = spectatee.v_angle;
1755         this.angles = spectatee.v_angle;
1756         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1757         this.revive_progress = spectatee.revive_progress;
1758         this.viewloc = spectatee.viewloc;
1759         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1760                 this.fixangle = true;
1761         setorigin(this, spectatee.origin);
1762         setsize(this, spectatee.mins, spectatee.maxs);
1763         SetZoomState(this, CS(spectatee).zoomstate);
1764
1765         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1766         {
1767                 .entity weaponentity = weaponentities[slot];
1768                 this.(weaponentity) = spectatee.(weaponentity);
1769         }
1770
1771         for(int slot = 0; slot < MAX_AXH; ++slot)
1772         {
1773                 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1774         }
1775
1776     anticheat_spectatecopy(this, spectatee);
1777         this.hud = spectatee.hud;
1778         if(spectatee.vehicle)
1779     {
1780         this.angles = spectatee.v_angle;
1781
1782         //this.fixangle = false;
1783         //this.velocity = spectatee.vehicle.velocity;
1784         this.vehicle_health = spectatee.vehicle_health;
1785         this.vehicle_shield = spectatee.vehicle_shield;
1786         this.vehicle_energy = spectatee.vehicle_energy;
1787         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1788         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1789         this.vehicle_reload1 = spectatee.vehicle_reload1;
1790         this.vehicle_reload2 = spectatee.vehicle_reload2;
1791
1792         //msg_entity = this;
1793
1794        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1795             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1796            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1797            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1798
1799         //WriteByte (MSG_ONE, SVC_SETVIEW);
1800         //    WriteEntity(MSG_ONE, this);
1801         //makevectors(spectatee.v_angle);
1802         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1803     }
1804 }
1805
1806 bool SpectateUpdate(entity this)
1807 {
1808         if(!this.enemy)
1809                 return false;
1810
1811         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1812         {
1813                 SetSpectatee(this, NULL);
1814                 return false;
1815         }
1816
1817         SpectateCopy(this, this.enemy);
1818
1819         return true;
1820 }
1821
1822 bool SpectateSet(entity this)
1823 {
1824         if(!IS_PLAYER(this.enemy))
1825                 return false;
1826
1827         ClientData_Touch(this.enemy);
1828
1829         msg_entity = this;
1830         WriteByte(MSG_ONE, SVC_SETVIEW);
1831         WriteEntity(MSG_ONE, this.enemy);
1832         set_movetype(this, MOVETYPE_NONE);
1833         accuracy_resend(this);
1834
1835         if(!SpectateUpdate(this))
1836                 PutObserverInServer(this);
1837
1838         return true;
1839 }
1840
1841 void SetSpectatee_status(entity this, int spectatee_num)
1842 {
1843         int oldspectatee_status = CS(this).spectatee_status;
1844         CS(this).spectatee_status = spectatee_num;
1845
1846         if (CS(this).spectatee_status != oldspectatee_status)
1847         {
1848                 ClientData_Touch(this);
1849                 if (g_race || g_cts) race_InitSpectator();
1850         }
1851 }
1852
1853 void SetSpectatee(entity this, entity spectatee)
1854 {
1855         if(IS_BOT_CLIENT(this))
1856                 return; // bots abuse .enemy, this code is useless to them
1857
1858         entity old_spectatee = this.enemy;
1859
1860         this.enemy = spectatee;
1861
1862         // WEAPONTODO
1863         // these are required to fix the spectator bug with arc
1864         if(old_spectatee)
1865         {
1866                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1867                 {
1868                         .entity weaponentity = weaponentities[slot];
1869                         if(old_spectatee.(weaponentity).arc_beam)
1870                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1871                 }
1872         }
1873         if(this.enemy)
1874         {
1875                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1876                 {
1877                         .entity weaponentity = weaponentities[slot];
1878                         if(this.enemy.(weaponentity).arc_beam)
1879                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1880                 }
1881         }
1882
1883         if (this.enemy)
1884                 SetSpectatee_status(this, etof(this.enemy));
1885
1886         // needed to update spectator list
1887         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1888 }
1889
1890 bool Spectate(entity this, entity pl)
1891 {
1892         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1893                 return false;
1894         pl = M_ARGV(1, entity);
1895
1896         SetSpectatee(this, pl);
1897         return SpectateSet(this);
1898 }
1899
1900 bool SpectateNext(entity this)
1901 {
1902         entity ent = find(this.enemy, classname, STR_PLAYER);
1903
1904         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1905                 ent = M_ARGV(1, entity);
1906         else if (!ent)
1907                 ent = find(ent, classname, STR_PLAYER);
1908
1909         if(ent) { SetSpectatee(this, ent); }
1910
1911         return SpectateSet(this);
1912 }
1913
1914 bool SpectatePrev(entity this)
1915 {
1916         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1917         entity ent = findchain(classname, STR_PLAYER);
1918         if (!ent) // no player
1919                 return false;
1920
1921         entity first = ent;
1922         // skip players until current spectated player
1923         if(this.enemy)
1924         while(ent && ent != this.enemy)
1925                 ent = ent.chain;
1926
1927         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1928         {
1929                 case MUT_SPECPREV_FOUND:
1930                     ent = M_ARGV(1, entity);
1931                     break;
1932                 case MUT_SPECPREV_RETURN:
1933                     return true;
1934                 case MUT_SPECPREV_CONTINUE:
1935                 default:
1936                 {
1937                         if(ent.chain)
1938                                 ent = ent.chain;
1939                         else
1940                                 ent = first;
1941                         break;
1942                 }
1943         }
1944
1945         SetSpectatee(this, ent);
1946         return SpectateSet(this);
1947 }
1948
1949 /*
1950 =============
1951 ShowRespawnCountdown()
1952
1953 Update a respawn countdown display.
1954 =============
1955 */
1956 void ShowRespawnCountdown(entity this)
1957 {
1958         float number;
1959         if(!IS_DEAD(this)) // just respawned?
1960                 return;
1961         else
1962         {
1963                 number = ceil(this.respawn_time - time);
1964                 if(number <= 0)
1965                         return;
1966                 if(number <= this.respawn_countdown)
1967                 {
1968                         this.respawn_countdown = number - 1;
1969                         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
1970                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1971                 }
1972         }
1973 }
1974
1975 .bool team_selected;
1976 bool ShowTeamSelection(entity this)
1977 {
1978         if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1979                 return false;
1980         stuffcmd(this, "menu_showteamselect\n");
1981         return true;
1982 }
1983 void Join(entity this)
1984 {
1985         TRANSMUTE(Player, this);
1986
1987         if(!this.team_selected)
1988         if(autocvar_g_campaign || autocvar_g_balance_teams)
1989                 JoinBestTeam(this, false, true);
1990
1991         if(autocvar_g_campaign)
1992                 campaign_bots_may_start = true;
1993
1994         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1995
1996         PutClientInServer(this);
1997
1998         if(IS_PLAYER(this))
1999         if(teamplay && this.team != -1)
2000                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2001         else
2002                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2003         this.team_selected = false;
2004 }
2005
2006 /**
2007  * Determines whether the player is allowed to join. This depends on cvar
2008  * g_maxplayers, if it isn't used this function always return true, otherwise
2009  * it checks whether the number of currently playing players exceeds g_maxplayers.
2010  * @return int number of free slots for players, 0 if none
2011  */
2012 int nJoinAllowed(entity this, entity ignore)
2013 {
2014         if(!ignore)
2015         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2016         // so report 0 free slots if restricted
2017         {
2018                 if(autocvar_g_forced_team_otherwise == "spectate")
2019                         return 0;
2020                 if(autocvar_g_forced_team_otherwise == "spectator")
2021                         return 0;
2022         }
2023
2024         if(this && this.team_forced < 0)
2025                 return 0; // forced spectators can never join
2026
2027         // TODO simplify this
2028         int totalClients = 0;
2029         int currentlyPlaying = 0;
2030         FOREACH_CLIENT(true, {
2031                 if(it != ignore)
2032                         ++totalClients;
2033                 if(IS_REAL_CLIENT(it))
2034                 if(IS_PLAYER(it) || it.caplayer)
2035                         ++currentlyPlaying;
2036         });
2037
2038         float free_slots = 0;
2039         if (!autocvar_g_maxplayers)
2040                 free_slots = maxclients - totalClients;
2041         else if(currentlyPlaying < autocvar_g_maxplayers)
2042                 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2043
2044         static float join_prevent_msg_time = 0;
2045         if(this && ignore && !free_slots && time > join_prevent_msg_time)
2046         {
2047                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2048                 join_prevent_msg_time = time + 3;
2049         }
2050
2051         return free_slots;
2052 }
2053
2054 /**
2055  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2056  * g_maxplayers_spectator_blocktime seconds
2057  */
2058 void checkSpectatorBlock(entity this)
2059 {
2060         if(IS_SPEC(this) || IS_OBSERVER(this))
2061         if(!this.caplayer)
2062         if(IS_REAL_CLIENT(this))
2063         {
2064                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2065                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2066                         dropclient(this);
2067                 }
2068         }
2069 }
2070
2071 void PrintWelcomeMessage(entity this)
2072 {
2073         if(CS(this).motd_actived_time == 0)
2074         {
2075                 if (autocvar_g_campaign) {
2076                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2077                                 CS(this).motd_actived_time = time;
2078                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2079                         }
2080                 } else {
2081                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2082                                 CS(this).motd_actived_time = time;
2083                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2084                         }
2085                 }
2086         }
2087         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2088         {
2089                 if (autocvar_g_campaign) {
2090                         if (PHYS_INPUT_BUTTON_INFO(this))
2091                                 CS(this).motd_actived_time = time;
2092                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2093                                 CS(this).motd_actived_time = 0;
2094                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2095                         }
2096                 } else {
2097                         if (PHYS_INPUT_BUTTON_INFO(this))
2098                                 CS(this).motd_actived_time = time;
2099                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2100                                 CS(this).motd_actived_time = 0;
2101                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2102                         }
2103                 }
2104         }
2105         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2106         {
2107                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2108                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2109                 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2110                 {
2111                         // instanctly hide MOTD
2112                         CS(this).motd_actived_time = 0;
2113                         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2114                 }
2115         }
2116 }
2117
2118 bool joinAllowed(entity this)
2119 {
2120         if (CS(this).version_mismatch) return false;
2121         if (!nJoinAllowed(this, this)) return false;
2122         if (teamplay && lockteams) return false;
2123         if (ShowTeamSelection(this)) return false;
2124         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2125         return true;
2126 }
2127
2128 .int items_added;
2129 bool PlayerThink(entity this)
2130 {
2131         if (game_stopped || intermission_running) {
2132                 this.modelflags &= ~MF_ROCKET;
2133                 if(intermission_running)
2134                         IntermissionThink(this);
2135                 return false;
2136         }
2137
2138         if (timeout_status == TIMEOUT_ACTIVE) {
2139         // don't allow the player to turn around while game is paused
2140                 // FIXME turn this into CSQC stuff
2141                 this.v_angle = this.lastV_angle;
2142                 this.angles = this.lastV_angle;
2143                 this.fixangle = true;
2144         }
2145
2146         if (frametime) player_powerups(this);
2147
2148         if (IS_DEAD(this)) {
2149                 if (this.personal && g_race_qualifying) {
2150                         if (time > this.respawn_time) {
2151                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2152                                 respawn(this);
2153                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2154                         }
2155                 } else {
2156                         if (frametime) player_anim(this);
2157
2158                         if (this.respawn_flags & RESPAWN_DENY)
2159                         {
2160                                 STAT(RESPAWN_TIME, this) = 0;
2161                                 return false;
2162                         }
2163
2164                         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));
2165
2166                         switch(this.deadflag)
2167                         {
2168                                 case DEAD_DYING:
2169                                 {
2170                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2171                                                 this.deadflag = DEAD_RESPAWNING;
2172                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2173                                                 this.deadflag = DEAD_DEAD;
2174                                         break;
2175                                 }
2176                                 case DEAD_DEAD:
2177                                 {
2178                                         if (button_pressed)
2179                                                 this.deadflag = DEAD_RESPAWNABLE;
2180                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2181                                                 this.deadflag = DEAD_RESPAWNING;
2182                                         break;
2183                                 }
2184                                 case DEAD_RESPAWNABLE:
2185                                 {
2186                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2187                                                 this.deadflag = DEAD_RESPAWNING;
2188                                         break;
2189                                 }
2190                                 case DEAD_RESPAWNING:
2191                                 {
2192                                         if (time > this.respawn_time)
2193                                         {
2194                                                 this.respawn_time = time + 1; // only retry once a second
2195                                                 this.respawn_time_max = this.respawn_time;
2196                                                 respawn(this);
2197                                         }
2198                                         break;
2199                                 }
2200                         }
2201
2202                         ShowRespawnCountdown(this);
2203
2204                         if (this.respawn_flags & RESPAWN_SILENT)
2205                                 STAT(RESPAWN_TIME, this) = 0;
2206                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2207                         {
2208                                 if (time < this.respawn_time)
2209                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2210                                 else if (this.deadflag != DEAD_RESPAWNING)
2211                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2212                         }
2213                         else
2214                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2215                 }
2216
2217                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2218                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2219                         STAT(RESPAWN_TIME, this) *= -1;
2220
2221                 return false;
2222         }
2223
2224         bool have_hook = false;
2225         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2226         {
2227                 .entity weaponentity = weaponentities[slot];
2228                 if(this.(weaponentity).hook.state)
2229                 {
2230                         have_hook = true;
2231                         break;
2232                 }
2233         }
2234         bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2235         if (have_hook) {
2236                 do_crouch = false;
2237         } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2238                 do_crouch = false;
2239         } else if (this.vehicle) {
2240                 do_crouch = false;
2241         } else if (STAT(FROZEN, this)) {
2242                 do_crouch = false;
2243     }
2244
2245         if (do_crouch) {
2246                 if (!this.crouch) {
2247                         this.crouch = true;
2248                         this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2249                         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2250                         // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2251                 }
2252         } else if (this.crouch) {
2253         tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2254         if (!trace_startsolid) {
2255             this.crouch = false;
2256             this.view_ofs = STAT(PL_VIEW_OFS, this);
2257             setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2258         }
2259         }
2260
2261         FixPlayermodel(this);
2262
2263         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2264         //if(frametime)
2265         {
2266                 this.items &= ~this.items_added;
2267
2268                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2269                 {
2270                         .entity weaponentity = weaponentities[slot];
2271                         W_WeaponFrame(this, weaponentity);
2272
2273                         if(slot == 0)
2274                         {
2275                                 this.clip_load = this.(weaponentity).clip_load;
2276                                 this.clip_size = this.(weaponentity).clip_size;
2277                         }
2278                 }
2279
2280                 this.items_added = 0;
2281                 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2282             this.items_added |= IT_FUEL;
2283
2284                 this.items |= this.items_added;
2285         }
2286
2287         player_regen(this);
2288
2289         // WEAPONTODO: Add a weapon request for this
2290         // rot vortex charge to the charge limit
2291         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2292         {
2293                 .entity weaponentity = weaponentities[slot];
2294                 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2295                         this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2296         }
2297
2298         if (frametime) player_anim(this);
2299
2300         // secret status
2301         secrets_setstatus(this);
2302
2303         // monsters status
2304         monsters_setstatus(this);
2305
2306         this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2307
2308         return true;
2309 }
2310
2311 void ObserverThink(entity this)
2312 {
2313         if ( CS(this).impulse )
2314         {
2315                 MinigameImpulse(this, CS(this).impulse);
2316                 CS(this).impulse = 0;
2317         }
2318
2319         if (this.flags & FL_JUMPRELEASED) {
2320                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2321                         this.flags &= ~FL_JUMPRELEASED;
2322                         this.flags |= FL_SPAWNING;
2323                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2324                         this.flags &= ~FL_JUMPRELEASED;
2325                         if(SpectateNext(this)) {
2326                                 TRANSMUTE(Spectator, this);
2327                         }
2328                 } else {
2329                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2330                         set_movetype(this, preferred_movetype);
2331                 }
2332         } else {
2333                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2334                         this.flags |= FL_JUMPRELEASED;
2335                         if(this.flags & FL_SPAWNING)
2336                         {
2337                                 this.flags &= ~FL_SPAWNING;
2338                                 Join(this);
2339                                 return;
2340                         }
2341                 }
2342         }
2343 }
2344
2345 void SpectatorThink(entity this)
2346 {
2347         if ( CS(this).impulse )
2348         {
2349                 if(MinigameImpulse(this, CS(this).impulse))
2350                         CS(this).impulse = 0;
2351
2352                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2353                 {
2354                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2355                         CS(this).impulse = 0;
2356                         return;
2357                 }
2358         }
2359
2360         if (this.flags & FL_JUMPRELEASED) {
2361                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2362                         this.flags &= ~FL_JUMPRELEASED;
2363                         this.flags |= FL_SPAWNING;
2364                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2365                         this.flags &= ~FL_JUMPRELEASED;
2366                         if(SpectateNext(this)) {
2367                                 TRANSMUTE(Spectator, this);
2368                         } else {
2369                                 TRANSMUTE(Observer, this);
2370                                 PutClientInServer(this);
2371                         }
2372                         CS(this).impulse = 0;
2373                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2374                         this.flags &= ~FL_JUMPRELEASED;
2375                         if(SpectatePrev(this)) {
2376                                 TRANSMUTE(Spectator, this);
2377                         } else {
2378                                 TRANSMUTE(Observer, this);
2379                                 PutClientInServer(this);
2380                         }
2381                         CS(this).impulse = 0;
2382                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2383                         this.flags &= ~FL_JUMPRELEASED;
2384                         TRANSMUTE(Observer, this);
2385                         PutClientInServer(this);
2386                 } else {
2387                         if(!SpectateUpdate(this))
2388                                 PutObserverInServer(this);
2389                 }
2390         } else {
2391                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2392                         this.flags |= FL_JUMPRELEASED;
2393                         if(this.flags & FL_SPAWNING)
2394                         {
2395                                 this.flags &= ~FL_SPAWNING;
2396                                 Join(this);
2397                                 return;
2398                         }
2399                 }
2400                 if(!SpectateUpdate(this))
2401                         PutObserverInServer(this);
2402         }
2403
2404         this.flags |= FL_CLIENT | FL_NOTARGET;
2405 }
2406
2407 void vehicles_enter (entity pl, entity veh);
2408 void PlayerUseKey(entity this)
2409 {
2410         if (!IS_PLAYER(this))
2411                 return;
2412
2413         if(this.vehicle)
2414         {
2415                 if(!game_stopped)
2416                 {
2417                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2418                         return;
2419                 }
2420         }
2421         else if(autocvar_g_vehicles_enter)
2422         {
2423                 if(!STAT(FROZEN, this))
2424                 if(!IS_DEAD(this))
2425                 if(!game_stopped)
2426                 {
2427                         entity head, closest_target = NULL;
2428                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2429
2430                         while(head) // find the closest acceptable target to enter
2431                         {
2432                                 if(IS_VEHICLE(head))
2433                                 if(!IS_DEAD(head))
2434                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2435                                 if(head.takedamage != DAMAGE_NO)
2436                                 {
2437                                         if(closest_target)
2438                                         {
2439                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2440                                                 { closest_target = head; }
2441                                         }
2442                                         else { closest_target = head; }
2443                                 }
2444
2445                                 head = head.chain;
2446                         }
2447
2448                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2449                 }
2450         }
2451
2452         // a use key was pressed; call handlers
2453         MUTATOR_CALLHOOK(PlayerUseKey, this);
2454 }
2455
2456
2457 /*
2458 =============
2459 PlayerPreThink
2460
2461 Called every frame for each client before the physics are run
2462 =============
2463 */
2464 .float last_vehiclecheck;
2465 void PlayerPreThink (entity this)
2466 {
2467         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2468         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2469
2470         WarpZone_PlayerPhysics_FixVAngle(this);
2471
2472         if (frametime) {
2473                 // physics frames: update anticheat stuff
2474                 anticheat_prethink(this);
2475         }
2476
2477         if (blockSpectators && frametime) {
2478                 // WORKAROUND: only use dropclient in server frames (frametime set).
2479                 // Never use it in cl_movement frames (frametime zero).
2480                 checkSpectatorBlock(this);
2481     }
2482
2483         zoomstate_set = false;
2484
2485         // Check for nameless players
2486         if (isInvisibleString(this.netname)) {
2487                 this.netname = strzone(sprintf("Player#%d", this.playerid));
2488                 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2489         }
2490         if (this.netname != CS(this).netname_previous) {
2491                 if (autocvar_sv_eventlog) {
2492                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2493         }
2494                 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2495                 CS(this).netname_previous = strzone(this.netname);
2496         }
2497
2498         // version nagging
2499         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2500         CS(this).version_nagtime = 0;
2501         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2502             // git client
2503         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2504             // git server
2505             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2506         } else {
2507             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2508             if (r < 0) { // old client
2509                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2510             } else if (r > 0) { // old server
2511                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2512             }
2513         }
2514     }
2515
2516         // GOD MODE info
2517         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2518         {
2519                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2520                 this.max_armorvalue = 0;
2521         }
2522
2523         if(IS_PLAYER(this))
2524         {
2525                 if (STAT(FROZEN, this) == 2)
2526                 {
2527                         this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2528                         this.health = max(1, this.revive_progress * start_health);
2529                         this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2530
2531                         if (this.revive_progress >= 1)
2532                                 Unfreeze(this);
2533                 }
2534                 else if (STAT(FROZEN, this) == 3)
2535                 {
2536                         this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2537                         this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2538
2539                         if (this.health < 1)
2540                         {
2541                                 if (this.vehicle)
2542                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2543                                 if(this.event_damage)
2544                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2545                         }
2546                         else if (this.revive_progress <= 0)
2547                                 Unfreeze(this);
2548                 }
2549         }
2550
2551         MUTATOR_CALLHOOK(PlayerPreThink, this);
2552
2553         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2554         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2555         {
2556                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2557                 {
2558                         if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2559                         if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2560                         {
2561                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2562                         }
2563                         else if(!it.owner)
2564                         {
2565                                 if(!it.team || SAME_TEAM(this, it))
2566                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2567                                 else if(autocvar_g_vehicles_steal)
2568                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2569                         }
2570                 });
2571
2572                 this.last_vehiclecheck = time + 1;
2573         }
2574
2575         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2576         {
2577                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2578                         PlayerUseKey(this);
2579                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2580         }
2581
2582         if (IS_REAL_CLIENT(this))
2583                 PrintWelcomeMessage(this);
2584
2585         if (IS_PLAYER(this)) {
2586                 if(!PlayerThink(this))
2587                         return;
2588         }
2589         else if (game_stopped || intermission_running) {
2590                 if(intermission_running)
2591                         IntermissionThink(this);
2592                 return;
2593         }
2594         else if (IS_OBSERVER(this)) {
2595                 ObserverThink(this);
2596         }
2597         else if (IS_SPEC(this)) {
2598                 SpectatorThink(this);
2599         }
2600
2601         // WEAPONTODO: Add weapon request for this
2602         if (!zoomstate_set) {
2603                 bool wep_zoomed = false;
2604                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2605                 {
2606                         .entity weaponentity = weaponentities[slot];
2607                         Weapon thiswep = this.(weaponentity).m_weapon;
2608                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2609                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2610                 }
2611                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2612     }
2613
2614         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2615         {
2616                 CS(this).teamkill_soundtime = 0;
2617
2618                 entity e = CS(this).teamkill_soundsource;
2619                 entity oldpusher = e.pusher;
2620                 e.pusher = this;
2621                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2622                 e.pusher = oldpusher;
2623         }
2624
2625         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2626                 CS(this).taunt_soundtime = 0;
2627                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2628         }
2629
2630         target_voicescript_next(this);
2631
2632         // WEAPONTODO: Move into weaponsystem somehow
2633         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2634         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2635         {
2636                 .entity weaponentity = weaponentities[slot];
2637                 if(this.(weaponentity).m_weapon == WEP_Null)
2638                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2639         }
2640 }
2641
2642 void DrownPlayer(entity this)
2643 {
2644         if(IS_DEAD(this))
2645                 return;
2646
2647         if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2648         {
2649                 if(this.air_finished < time)
2650                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2651                 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2652                 this.dmg = 2;
2653         }
2654         else if (this.air_finished < time)
2655         {       // drown!
2656                 if (this.pain_finished < time)
2657                 {
2658                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2659                         this.pain_finished = time + 0.5;
2660                 }
2661         }
2662 }
2663
2664 .bool move_qcphysics;
2665
2666 void Player_Physics(entity this)
2667 {
2668         set_movetype(this, this.move_movetype);
2669
2670         if(!this.move_qcphysics)
2671                 return;
2672
2673         if(!frametime && !CS(this).pm_frametime)
2674                 return;
2675
2676         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2677
2678         CS(this).pm_frametime = 0;
2679 }
2680
2681 /*
2682 =============
2683 PlayerPostThink
2684
2685 Called every frame for each client after the physics are run
2686 =============
2687 */
2688 void PlayerPostThink (entity this)
2689 {
2690         Player_Physics(this);
2691
2692         if (sv_maxidle > 0)
2693         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2694         if (IS_REAL_CLIENT(this))
2695         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2696         {
2697                 int totalClients = 0;
2698                 if(sv_maxidle_slots > 0)
2699                 {
2700                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2701                         {
2702                                 ++totalClients;
2703                         });
2704                 }
2705
2706                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2707                 { /* do nothing */ }
2708                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2709                 {
2710                         if (CS(this).idlekick_lasttimeleft)
2711                         {
2712                                 CS(this).idlekick_lasttimeleft = 0;
2713                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2714                         }
2715                 }
2716                 else
2717                 {
2718                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2719                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2720                                 if (!CS(this).idlekick_lasttimeleft)
2721                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2722                         }
2723                         if (timeleft <= 0) {
2724                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2725                                 dropclient(this);
2726                                 return;
2727                         }
2728                         else if (timeleft <= 10) {
2729                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2730                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2731                 }
2732                                 CS(this).idlekick_lasttimeleft = timeleft;
2733                         }
2734                 }
2735         }
2736
2737         CheatFrame(this);
2738
2739         if (game_stopped)
2740         {
2741                 this.solid = SOLID_NOT;
2742                 this.takedamage = DAMAGE_NO;
2743                 set_movetype(this, MOVETYPE_NONE);
2744         }
2745
2746         if (IS_PLAYER(this)) {
2747                 DrownPlayer(this);
2748                 UpdateChatBubble(this);
2749                 if (CS(this).impulse) ImpulseCommands(this);
2750                 if (game_stopped)
2751                 {
2752                         CSQCMODEL_AUTOUPDATE(this);
2753                         return;
2754                 }
2755                 GetPressedKeys(this);
2756         }
2757
2758         if (this.waypointsprite_attachedforcarrier) {
2759             vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2760                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2761     }
2762
2763         playerdemo_write(this);
2764
2765         CSQCMODEL_AUTOUPDATE(this);
2766 }
2767
2768 // hack to copy the button fields from the client entity to the Client State
2769 void PM_UpdateButtons(entity this, entity store)
2770 {
2771         if(this.impulse)
2772                 store.impulse = this.impulse;
2773         this.impulse = 0;
2774
2775         store.button0 = this.button0;
2776         store.button2 = this.button2;
2777         store.button3 = this.button3;
2778         store.button4 = this.button4;
2779         store.button5 = this.button5;
2780         store.button6 = this.button6;
2781         store.button7 = this.button7;
2782         store.button8 = this.button8;
2783         store.button9 = this.button9;
2784         store.button10 = this.button10;
2785         store.button11 = this.button11;
2786         store.button12 = this.button12;
2787         store.button13 = this.button13;
2788         store.button14 = this.button14;
2789         store.button15 = this.button15;
2790         store.button16 = this.button16;
2791         store.buttonuse = this.buttonuse;
2792         store.buttonchat = this.buttonchat;
2793
2794         store.cursor_active = this.cursor_active;
2795         store.cursor_screen = this.cursor_screen;
2796         store.cursor_trace_start = this.cursor_trace_start;
2797         store.cursor_trace_endpos = this.cursor_trace_endpos;
2798         store.cursor_trace_ent = this.cursor_trace_ent;
2799
2800         store.ping = this.ping;
2801         store.ping_packetloss = this.ping_packetloss;
2802         store.ping_movementloss = this.ping_movementloss;
2803
2804         store.v_angle = this.v_angle;
2805         store.movement = this.movement;
2806 }