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try initial bot weapon selection only at join/reset instead of repeatedly in think...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/debug.qh>
6 #include <common/effects/all.qh>
7 #include <common/effects/qc/globalsound.qh>
8 #include <common/ent_cs.qh>
9 #include <common/gamemodes/_mod.qh>
10 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
11 #include <common/items/_mod.qh>
12 #include <common/items/inventory.qh>
13 #include <common/mapobjects/func/conveyor.qh>
14 #include <common/mapobjects/func/ladder.qh>
15 #include <common/mapobjects/subs.qh>
16 #include <common/mapobjects/target/spawnpoint.qh>
17 #include <common/mapobjects/teleporters.qh>
18 #include <common/mapobjects/trigger/counter.qh>
19 #include <common/mapobjects/trigger/secret.qh>
20 #include <common/mapobjects/trigger/swamp.qh>
21 #include <common/mapobjects/triggers.qh>
22 #include <common/minigames/sv_minigames.qh>
23 #include <common/monsters/sv_monsters.qh>
24 #include <common/mutators/mutator/instagib/sv_instagib.qh>
25 #include <common/mutators/mutator/nades/nades.qh>
26 #include <common/mutators/mutator/overkill/oknex.qh>
27 #include <common/mutators/mutator/status_effects/_mod.qh>
28 #include <common/mutators/mutator/waypoints/all.qh>
29 #include <common/net_linked.qh>
30 #include <common/net_notice.qh>
31 #include <common/notifications/all.qh>
32 #include <common/physics/player.qh>
33 #include <common/playerstats.qh>
34 #include <common/resources/sv_resources.qh>
35 #include <common/state.qh>
36 #include <common/stats.qh>
37 #include <common/vehicles/all.qh>
38 #include <common/vehicles/sv_vehicles.qh>
39 #include <common/viewloc.qh>
40 #include <common/weapons/_all.qh>
41 #include <common/weapons/weapon/vortex.qh>
42 #include <common/wepent.qh>
43 #include <lib/csqcmodel/sv_model.qh>
44 #include <lib/warpzone/common.qh>
45 #include <lib/warpzone/server.qh>
46 #include <server/anticheat.qh>
47 #include <server/antilag.qh>
48 #include <server/bot/api.qh>
49 #include <server/bot/default/cvars.qh>
50 #include <server/bot/default/waypoints.qh>
51 #include <server/campaign.qh>
52 #include <server/chat.qh>
53 #include <server/cheats.qh>
54 #include <server/clientkill.qh>
55 #include <server/command/banning.qh>
56 #include <server/command/cmd.qh>
57 #include <server/command/common.qh>
58 #include <server/command/vote.qh>
59 #include <server/compat/quake3.qh>
60 #include <server/damage.qh>
61 #include <server/gamelog.qh>
62 #include <server/handicap.qh>
63 #include <server/hook.qh>
64 #include <server/impulse.qh>
65 #include <server/intermission.qh>
66 #include <server/ipban.qh>
67 #include <server/main.qh>
68 #include <server/mutators/_mod.qh>
69 #include <server/player.qh>
70 #include <server/portals.qh>
71 #include <server/race.qh>
72 #include <server/scores.qh>
73 #include <server/scores_rules.qh>
74 #include <server/spawnpoints.qh>
75 #include <server/teamplay.qh>
76 #include <server/weapons/accuracy.qh>
77 #include <server/weapons/common.qh>
78 #include <server/weapons/hitplot.qh>
79 #include <server/weapons/selection.qh>
80 #include <server/weapons/tracing.qh>
81 #include <server/weapons/weaponsystem.qh>
82 #include <server/world.qh>
83
84 STATIC_METHOD(Client, Add, void(Client this, int _team))
85 {
86     ClientConnect(this);
87     TRANSMUTE(Player, this);
88     this.frame = 12; // 7
89     this.team = _team;
90     PutClientInServer(this);
91 }
92
93 STATIC_METHOD(Client, Remove, void(Client this))
94 {
95     TRANSMUTE(Observer, this);
96     PutClientInServer(this);
97     ClientDisconnect(this);
98 }
99
100 void send_CSQC_teamnagger() {
101         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
102 }
103
104 int CountSpectators(entity player, entity to)
105 {
106         if(!player) { return 0; } // not sure how, but best to be safe
107
108         int spec_count = 0;
109
110         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111         {
112                 spec_count++;
113         });
114
115         return spec_count;
116 }
117
118 void WriteSpectators(entity player, entity to)
119 {
120         if(!player) { return; } // not sure how, but best to be safe
121
122         int spec_count = 0;
123         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
124         {
125                 if(spec_count >= MAX_SPECTATORS)
126                         break;
127                 WriteByte(MSG_ENTITY, num_for_edict(it));
128                 ++spec_count;
129         });
130 }
131
132 bool ClientData_Send(entity this, entity to, int sf)
133 {
134         assert(to == this.owner, return false);
135
136         entity e = to;
137         if (IS_SPEC(e)) e = e.enemy;
138
139         sf = 0;
140         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
141         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
142         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
143         if (observe_blocked_if_eliminated && INGAME(to))
144                                         sf |= BIT(3); // observing blocked
145         if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
146                                         sf |= BIT(4); // show spectators
147
148         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
149         WriteByte(MSG_ENTITY, sf);
150
151         if (sf & BIT(1))
152                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
153
154         if(sf & BIT(4))
155         {
156                 float specs = CountSpectators(e, to);
157                 WriteByte(MSG_ENTITY, specs);
158                 WriteSpectators(e, to);
159         }
160
161         return true;
162 }
163
164 void ClientData_Attach(entity this)
165 {
166         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
167         CS(this).clientdata.drawonlytoclient = this;
168         CS(this).clientdata.owner = this;
169 }
170
171 void ClientData_Detach(entity this)
172 {
173         delete(CS(this).clientdata);
174         CS(this).clientdata = NULL;
175 }
176
177 void ClientData_Touch(entity e)
178 {
179         entity cd = CS(e).clientdata;
180         if (cd) { cd.SendFlags = 1; }
181
182         // make it spectatable
183         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
184         {
185                 entity cd = CS(it).clientdata;
186                 if (cd) { cd.SendFlags = 1; }
187         });
188 }
189
190
191 /*
192 =============
193 CheckPlayerModel
194
195 Checks if the argument string can be a valid playermodel.
196 Returns a valid one in doubt.
197 =============
198 */
199 string FallbackPlayerModel;
200 string CheckPlayerModel(string plyermodel) {
201         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
202         {
203                 // note: we cannot summon Don Strunzone here, some player may
204                 // still have the model string set. In case anyone manages how
205                 // to change a cvar default, we'll have a small leak here.
206                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
207         }
208         // only in right path
209         if(substring(plyermodel, 0, 14) != "models/player/")
210                 return FallbackPlayerModel;
211         // only good file extensions
212         if(substring(plyermodel, -4, 4) != ".iqm"
213                 && substring(plyermodel, -4, 4) != ".zym"
214                 && substring(plyermodel, -4, 4) != ".dpm"
215                 && substring(plyermodel, -4, 4) != ".md3"
216                 && substring(plyermodel, -4, 4) != ".psk")
217         {
218                 return FallbackPlayerModel;
219         }
220         // forbid the LOD models
221         if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
222                 return FallbackPlayerModel;
223         if(plyermodel != strtolower(plyermodel))
224                 return FallbackPlayerModel;
225         // also, restrict to server models
226         if(autocvar_sv_servermodelsonly)
227         {
228                 if(!fexists(plyermodel))
229                         return FallbackPlayerModel;
230         }
231         return plyermodel;
232 }
233
234 void setplayermodel(entity e, string modelname)
235 {
236         precache_model(modelname);
237         _setmodel(e, modelname);
238         player_setupanimsformodel(e);
239         if(!autocvar_g_debug_globalsounds)
240                 UpdatePlayerSounds(e);
241 }
242
243 /** putting a client as observer in the server */
244 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
245 {
246         bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
247         bool recount_ready = false;
248         PlayerState_detach(this);
249
250         if (IS_PLAYER(this))
251         {
252                 if(GetResource(this, RES_HEALTH) >= 1)
253                 {
254                         // despawn effect
255                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
256                 }
257
258                 // was a player, recount votes and ready status
259                 if(IS_REAL_CLIENT(this))
260                 {
261                         if (vote_called) { VoteCount(false); }
262                         this.ready = false;
263                         if (warmup_stage || game_starttime > time) recount_ready = true;
264                 }
265                 entcs_update_players(this);
266         }
267
268         if (use_spawnpoint)
269         {
270                 entity spot = SelectSpawnPoint(this, true);
271                 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
272                 this.angles = vec2(spot.angles);
273                 // offset it so that the spectator spawns higher off the ground, looks better this way
274                 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
275         }
276         else // change origin to restore previous view origin
277                 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
278         this.fixangle = true;
279
280         if (IS_REAL_CLIENT(this))
281         {
282                 msg_entity = this;
283                 WriteByte(MSG_ONE, SVC_SETVIEW);
284                 WriteEntity(MSG_ONE, this);
285         }
286         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
287         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
288         if(!autocvar_g_debug_globalsounds)
289         {
290                 // needed for player sounds
291                 this.model = "";
292                 FixPlayermodel(this);
293         }
294         setmodel(this, MDL_Null);
295         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
296         this.view_ofs = '0 0 0';
297
298         RemoveGrapplingHooks(this);
299         Portal_ClearAll(this);
300         Unfreeze(this, false);
301         SetSpectatee(this, NULL);
302
303         if (this.alivetime)
304         {
305                 if (!warmup_stage)
306                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
307                 this.alivetime = 0;
308         }
309
310         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
311
312         TRANSMUTE(Observer, this);
313
314         if(recount_ready) ReadyCount(); // FIXME: please add comment about why this is delayed
315
316         WaypointSprite_PlayerDead(this);
317         accuracy_resend(this);
318
319         if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
320                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
321
322         CS(this).spectatortime = time;
323         if(this.bot_attack)
324                 IL_REMOVE(g_bot_targets, this);
325         this.bot_attack = false;
326         if(this.monster_attack)
327                 IL_REMOVE(g_monster_targets, this);
328         this.monster_attack = false;
329         STAT(HUD, this) = HUD_NORMAL;
330         this.iscreature = false;
331         this.teleportable = TELEPORT_SIMPLE;
332         if(this.damagedbycontents)
333                 IL_REMOVE(g_damagedbycontents, this);
334         this.damagedbycontents = false;
335         SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
336         SetSpectatee_status(this, etof(this));
337         this.takedamage = DAMAGE_NO;
338         this.solid = SOLID_NOT;
339         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
340         this.flags = FL_CLIENT | FL_NOTARGET;
341         this.effects = 0;
342         SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
343         this.pauserotarmor_finished = 0;
344         this.pauserothealth_finished = 0;
345         this.pauseregen_finished = 0;
346         this.damageforcescale = 0;
347         this.death_time = 0;
348         this.respawn_flags = 0;
349         this.respawn_time = 0;
350         STAT(RESPAWN_TIME, this) = 0;
351         this.alpha = 0;
352         this.scale = 0;
353         this.fade_time = 0;
354         this.pain_finished = 0;
355         STAT(AIR_FINISHED, this) = 0;
356         //this.dphitcontentsmask = 0;
357         this.dphitcontentsmask = DPCONTENTS_SOLID;
358         if (autocvar_g_playerclip_collisions)
359                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
360         this.pushltime = 0;
361         this.istypefrag = 0;
362         setthink(this, func_null);
363         this.nextthink = 0;
364         this.deadflag = DEAD_NO;
365         UNSET_DUCKED(this);
366         STAT(REVIVE_PROGRESS, this) = 0;
367         this.revival_time = 0;
368         this.draggable = drag_undraggable;
369
370         player_powerups_remove_all(this);
371         this.items = 0;
372         STAT(WEAPONS, this) = '0 0 0';
373         this.drawonlytoclient = this;
374
375         this.viewloc = NULL;
376
377         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
378
379         this.weaponmodel = "";
380         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
381         {
382                 this.weaponentities[slot] = NULL;
383         }
384         this.exteriorweaponentity = NULL;
385         CS(this).killcount = FRAGS_SPECTATOR;
386         this.velocity = '0 0 0';
387         this.avelocity = '0 0 0';
388         this.punchangle = '0 0 0';
389         this.punchvector = '0 0 0';
390         this.oldvelocity = this.velocity;
391         this.event_damage = func_null;
392         this.event_heal = func_null;
393
394         for(int slot = 0; slot < MAX_AXH; ++slot)
395         {
396                 entity axh = this.(AuxiliaryXhair[slot]);
397                 this.(AuxiliaryXhair[slot]) = NULL;
398
399                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
400                         delete(axh);
401         }
402
403         if (mutator_returnvalue)
404         {
405                 // mutator prevents resetting teams+score
406         }
407         else
408         {
409                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
410                 this.frags = FRAGS_SPECTATOR;
411         }
412
413         bot_relinkplayerlist();
414
415         if (CS(this).just_joined)
416                 CS(this).just_joined = false;
417 }
418
419 int player_getspecies(entity this)
420 {
421         get_model_parameters(this.model, this.skin);
422         int s = get_model_parameters_species;
423         get_model_parameters(string_null, 0);
424         if (s < 0) return SPECIES_HUMAN;
425         return s;
426 }
427
428 .float model_randomizer;
429 void FixPlayermodel(entity player)
430 {
431         string defaultmodel = "";
432         int defaultskin = 0;
433         if(autocvar_sv_defaultcharacter)
434         {
435                 if(teamplay)
436                 {
437                         switch(player.team)
438                         {
439                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
440                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
441                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
442                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
443                         }
444                 }
445
446                 if(defaultmodel == "")
447                 {
448                         defaultmodel = autocvar_sv_defaultplayermodel;
449                         defaultskin = autocvar_sv_defaultplayerskin;
450                 }
451
452                 int n = tokenize_console(defaultmodel);
453                 if(n > 0)
454                 {
455                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
456                         // However, do NOT randomize if the player-selected model is in the list.
457                         for (int i = 0; i < n; ++i)
458                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
459                                         defaultmodel = argv(i);
460                 }
461
462                 int i = strstrofs(defaultmodel, ":", 0);
463                 if(i >= 0)
464                 {
465                         defaultskin = stof(substring(defaultmodel, i+1, -1));
466                         defaultmodel = substring(defaultmodel, 0, i);
467                 }
468         }
469         if(autocvar_sv_defaultcharacterskin && !defaultskin)
470         {
471                 if(teamplay)
472                 {
473                         switch(player.team)
474                         {
475                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
476                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
477                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
478                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
479                         }
480                 }
481
482                 if(!defaultskin)
483                         defaultskin = autocvar_sv_defaultplayerskin;
484         }
485
486         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
487         defaultmodel = M_ARGV(0, string);
488         defaultskin = M_ARGV(1, int);
489
490         bool chmdl = false;
491         int oldskin;
492         if(defaultmodel != "")
493         {
494                 if (defaultmodel != player.model)
495                 {
496                         vector m1 = player.mins;
497                         vector m2 = player.maxs;
498                         setplayermodel (player, defaultmodel);
499                         setsize (player, m1, m2);
500                         chmdl = true;
501                 }
502
503                 oldskin = player.skin;
504                 player.skin = defaultskin;
505         } else {
506                 if (player.playermodel != player.model || player.playermodel == "")
507                 {
508                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
509                         vector m1 = player.mins;
510                         vector m2 = player.maxs;
511                         setplayermodel (player, player.playermodel);
512                         setsize (player, m1, m2);
513                         chmdl = true;
514                 }
515
516                 if(!autocvar_sv_defaultcharacterskin)
517                 {
518                         oldskin = player.skin;
519                         player.skin = stof(player.playerskin);
520                 }
521                 else
522                 {
523                         oldskin = player.skin;
524                         player.skin = defaultskin;
525                 }
526         }
527
528         if(chmdl || oldskin != player.skin) // model or skin has changed
529         {
530                 player.species = player_getspecies(player); // update species
531                 if(!autocvar_g_debug_globalsounds)
532                         UpdatePlayerSounds(player); // update skin sounds
533         }
534
535         if(!teamplay)
536                 if(strlen(autocvar_sv_defaultplayercolors))
537                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
538                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
539 }
540
541 void GiveWarmupResources(entity this)
542 {
543         SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
544         SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
545         SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
546         SetResource(this, RES_CELLS, warmup_start_ammo_cells);
547         SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
548         SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
549         SetResource(this, RES_HEALTH, warmup_start_health);
550         SetResource(this, RES_ARMOR, warmup_start_armorvalue);
551         STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
552 }
553
554 void PutPlayerInServer(entity this)
555 {
556         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
557
558         PlayerState_attach(this);
559         accuracy_resend(this);
560
561         if (teamplay && this.bot_forced_team)
562                 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
563
564         if (this.team < 0)
565                 TeamBalance_JoinBestTeam(this);
566
567         entity spot = SelectSpawnPoint(this, false);
568         if (!spot) {
569                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
570                 return; // spawn failed
571         }
572
573         TRANSMUTE(Player, this);
574
575         CS(this).wasplayer = true;
576         this.iscreature = true;
577         this.teleportable = TELEPORT_NORMAL;
578         if(!this.damagedbycontents)
579                 IL_PUSH(g_damagedbycontents, this);
580         this.damagedbycontents = true;
581         set_movetype(this, MOVETYPE_WALK);
582         this.solid = SOLID_SLIDEBOX;
583         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
584         if (autocvar_g_playerclip_collisions)
585                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
586         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
587                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
588         this.frags = FRAGS_PLAYER;
589         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
590         this.flags = FL_CLIENT | FL_PICKUPITEMS;
591         if (autocvar__notarget)
592                 this.flags |= FL_NOTARGET;
593         this.takedamage = DAMAGE_AIM;
594         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
595
596         if (warmup_stage)
597                 GiveWarmupResources(this);
598         else
599         {
600                 SetResource(this, RES_SHELLS, start_ammo_shells);
601                 SetResource(this, RES_BULLETS, start_ammo_nails);
602                 SetResource(this, RES_ROCKETS, start_ammo_rockets);
603                 SetResource(this, RES_CELLS, start_ammo_cells);
604                 SetResource(this, RES_PLASMA, start_ammo_plasma);
605                 SetResource(this, RES_FUEL, start_ammo_fuel);
606                 SetResource(this, RES_HEALTH, start_health);
607                 SetResource(this, RES_ARMOR, start_armorvalue);
608                 STAT(WEAPONS, this) = start_weapons;
609                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
610                 {
611                         GiveRandomWeapons(this, random_start_weapons_count,
612                                 autocvar_g_random_start_weapons, random_start_ammo);
613                 }
614         }
615         SetSpectatee_status(this, 0);
616
617         PS(this).dual_weapons = '0 0 0';
618
619         if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
620                 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
621
622         this.items = start_items;
623
624         float shieldtime = time + autocvar_g_spawnshieldtime;
625
626         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
627         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
628         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
629         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
630         if (!sv_ready_restart_after_countdown && time < game_starttime)
631         {
632                 float f = game_starttime - time;
633                 shieldtime += f;
634                 this.pauserotarmor_finished += f;
635                 this.pauserothealth_finished += f;
636                 this.pauseregen_finished += f;
637         }
638
639         StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
640
641         this.damageforcescale = autocvar_g_player_damageforcescale;
642         this.death_time = 0;
643         this.respawn_flags = 0;
644         this.respawn_time = 0;
645         STAT(RESPAWN_TIME, this) = 0;
646         // DP model scaling uses 1/16 accuracy and 13/16 is closest to 56/69
647         this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.8125 : autocvar_sv_player_scale);
648         this.fade_time = 0;
649         this.pain_finished = 0;
650         this.pushltime = 0;
651         setthink(this, func_null); // players have no think function
652         this.nextthink = 0;
653         this.dmg_team = 0;
654         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
655
656         this.deadflag = DEAD_NO;
657
658         this.angles = spot.angles;
659         this.angles_z = 0; // never spawn tilted even if the spot says to
660         if (IS_BOT_CLIENT(this))
661         {
662                 this.v_angle = this.angles;
663                 bot_aim_reset(this);
664         }
665         this.fixangle = true; // turn this way immediately
666         this.oldvelocity = this.velocity = '0 0 0';
667         this.avelocity = '0 0 0';
668         this.punchangle = '0 0 0';
669         this.punchvector = '0 0 0';
670
671         STAT(REVIVE_PROGRESS, this) = 0;
672         this.revival_time = 0;
673
674         STAT(AIR_FINISHED, this) = 0;
675         this.waterlevel = WATERLEVEL_NONE;
676         this.watertype = CONTENT_EMPTY;
677
678         entity spawnevent = new_pure(spawnevent);
679         spawnevent.owner = this;
680         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
681
682         // Cut off any still running player sounds.
683         stopsound(this, CH_PLAYER_SINGLE);
684
685         this.model = "";
686         FixPlayermodel(this);
687         this.drawonlytoclient = NULL;
688
689         this.viewloc = NULL;
690
691         for(int slot = 0; slot < MAX_AXH; ++slot)
692         {
693                 entity axh = this.(AuxiliaryXhair[slot]);
694                 this.(AuxiliaryXhair[slot]) = NULL;
695
696                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
697                         delete(axh);
698         }
699
700         this.spawnpoint_targ = NULL;
701
702         UNSET_DUCKED(this);
703         this.view_ofs = STAT(PL_VIEW_OFS, this);
704         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
705         this.spawnorigin = spot.origin;
706         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
707         // don't reset back to last position, even if new position is stuck in solid
708         this.oldorigin = this.origin;
709         if(this.conveyor)
710                 IL_REMOVE(g_conveyed, this);
711         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
712         if(this.swampslug)
713                 IL_REMOVE(g_swamped, this);
714         this.swampslug = NULL;
715         this.swamp_interval = 0;
716         if(this.ladder_entity)
717                 IL_REMOVE(g_ladderents, this);
718         this.ladder_entity = NULL;
719         IL_EACH(g_counters, it.realowner == this,
720         {
721                 delete(it);
722         });
723         STAT(HUD, this) = HUD_NORMAL;
724
725         this.event_damage = PlayerDamage;
726         this.event_heal = PlayerHeal;
727
728         this.draggable = func_null;
729
730         if(!this.bot_attack)
731                 IL_PUSH(g_bot_targets, this);
732         this.bot_attack = true;
733         if(!this.monster_attack)
734                 IL_PUSH(g_monster_targets, this);
735         this.monster_attack = true;
736         navigation_dynamicgoal_init(this, false);
737
738         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
739
740         // player was spectator
741         if (CS(this).killcount == FRAGS_SPECTATOR) {
742                 PlayerScore_Clear(this);
743                 CS(this).killcount = 0;
744                 CS(this).startplaytime = time;
745         }
746
747         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
748         {
749                 .entity weaponentity = weaponentities[slot];
750                 CL_SpawnWeaponentity(this, weaponentity);
751         }
752         this.alpha = default_player_alpha;
753         this.colormod = '1 1 1' * autocvar_g_player_brightness;
754         this.exteriorweaponentity.alpha = default_weapon_alpha;
755
756         this.speedrunning = false;
757
758         this.counter_cnt = 0;
759         this.fragsfilter_cnt = 0;
760
761         target_voicescript_clear(this);
762
763         // reset fields the weapons may use
764         FOREACH(Weapons, true, {
765                 it.wr_resetplayer(it, this);
766                         // reload all reloadable weapons
767                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
768                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
769                         {
770                                 .entity weaponentity = weaponentities[slot];
771                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
772                         }
773                 }
774         });
775
776         Unfreeze(this, false);
777
778         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
779         {
780                 string s = spot.target;
781                 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
782                         spot.target = string_null;
783                 SUB_UseTargets(spot, this, NULL);
784                 if(g_assault || g_race)
785                         spot.target = s;
786         }
787
788         if (autocvar_spawn_debug)
789         {
790                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
791                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
792         }
793
794         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
795         {
796                 .entity weaponentity = weaponentities[slot];
797                 entity w_ent = this.(weaponentity);
798                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
799                         w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
800                 else
801                         w_ent.m_switchweapon = WEP_Null;
802                 w_ent.m_weapon = WEP_Null;
803                 w_ent.weaponname = "";
804                 w_ent.m_switchingweapon = WEP_Null;
805                 w_ent.cnt = -1;
806         }
807
808         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
809
810         if (CS(this).impulse) ImpulseCommands(this);
811
812         W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
813         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
814         {
815                 .entity weaponentity = weaponentities[slot];
816                 W_WeaponFrame(this, weaponentity);
817         }
818
819         if (!warmup_stage && !this.alivetime)
820                 this.alivetime = time;
821
822         antilag_clear(this, CS(this));
823
824         if (warmup_stage < 0 || warmup_stage > 1)
825                 ReadyCount();
826 }
827
828 /** Called when a client spawns in the server */
829 void PutClientInServer(entity this)
830 {
831         if (IS_REAL_CLIENT(this)) {
832                 msg_entity = this;
833                 WriteByte(MSG_ONE, SVC_SETVIEW);
834                 WriteEntity(MSG_ONE, this);
835         }
836         if (game_stopped)
837                 TRANSMUTE(Observer, this);
838
839         bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
840         SetSpectatee(this, NULL);
841
842         // reset player keys
843         if(PS(this))
844                 PS(this).itemkeys = 0;
845
846         MUTATOR_CALLHOOK(PutClientInServer, this);
847
848         if (IS_OBSERVER(this)) {
849                 PutObserverInServer(this, false, use_spawnpoint);
850         } else if (IS_PLAYER(this)) {
851                 PutPlayerInServer(this);
852         }
853
854         bot_relinkplayerlist();
855 }
856
857 // TODO do we need all these fields, or should we stop autodetecting runtime
858 // changes and just have a console command to update this?
859 bool ClientInit_SendEntity(entity this, entity to, int sf)
860 {
861         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
862         return = true;
863         msg_entity = to;
864         // MSG_INIT replacement
865         // TODO: make easier to use
866         Registry_send_all();
867         W_PROP_reload(MSG_ONE, to);
868         ClientInit_misc(this);
869         MUTATOR_CALLHOOK(Ent_Init);
870 }
871 void ClientInit_misc(entity this)
872 {
873         int channel = MSG_ONE;
874         WriteHeader(channel, ENT_CLIENT_INIT);
875         WriteByte(channel, g_nexball_meter_period * 32);
876         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
877         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
878         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
879         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
880         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
881         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
882         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
883         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
884
885         if(autocvar_sv_foginterval && world.fog != "")
886                 WriteString(channel, world.fog);
887         else
888                 WriteString(channel, "");
889         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
890         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
891         WriteByte(channel, serverflags);
892         WriteCoord(channel, autocvar_g_trueaim_minrange);
893 }
894
895 void ClientInit_CheckUpdate(entity this)
896 {
897         this.nextthink = time;
898         if(this.count != autocvar_g_balance_armor_blockpercent)
899         {
900                 this.count = autocvar_g_balance_armor_blockpercent;
901                 this.SendFlags |= 1;
902         }
903         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
904         {
905                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
906                 this.SendFlags |= 1;
907         }
908 }
909
910 void ClientInit_Spawn()
911 {
912         entity e = new_pure(clientinit);
913         setthink(e, ClientInit_CheckUpdate);
914         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
915
916         ClientInit_CheckUpdate(e);
917 }
918
919 /*
920 =============
921 SetNewParms
922 =============
923 */
924 void SetNewParms ()
925 {
926         // initialize parms for a new player
927         parm1 = -(86400 * 366);
928
929         MUTATOR_CALLHOOK(SetNewParms);
930 }
931
932 /*
933 =============
934 SetChangeParms
935 =============
936 */
937 void SetChangeParms (entity this)
938 {
939         // save parms for level change
940         parm1 = CS(this).parm_idlesince - time;
941
942         MUTATOR_CALLHOOK(SetChangeParms);
943 }
944
945 /*
946 =============
947 DecodeLevelParms
948 =============
949 */
950 void DecodeLevelParms(entity this)
951 {
952         // load parms
953         CS(this).parm_idlesince = parm1;
954         if (CS(this).parm_idlesince == -(86400 * 366))
955                 CS(this).parm_idlesince = time;
956
957         // whatever happens, allow 60 seconds of idling directly after connect for map loading
958         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
959
960         MUTATOR_CALLHOOK(DecodeLevelParms);
961 }
962
963 void FixClientCvars(entity e)
964 {
965         // send prediction settings to the client
966         if(autocvar_g_antilag == 3) // client side hitscan
967                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
968         if(autocvar_sv_gentle)
969                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
970
971         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
972         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
973
974         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
975
976         MUTATOR_CALLHOOK(FixClientCvars, e);
977 }
978
979 bool findinlist_abbrev(string tofind, string list)
980 {
981         if(list == "" || tofind == "")
982                 return false; // empty list or search, just return
983
984         // this function allows abbreviated strings!
985         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
986         {
987                 return true;
988         });
989
990         return false;
991 }
992
993 bool PlayerInIPList(entity p, string iplist)
994 {
995         // some safety checks (never allow local?)
996         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
997                 return false;
998
999         return findinlist_abbrev(p.netaddress, iplist);
1000 }
1001
1002 bool PlayerInIDList(entity p, string idlist)
1003 {
1004         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1005         if(!p.crypto_idfp)
1006                 return false;
1007
1008         return findinlist_abbrev(p.crypto_idfp, idlist);
1009 }
1010
1011 bool PlayerInList(entity player, string list)
1012 {
1013         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1014 }
1015
1016 #ifdef DP_EXT_PRECONNECT
1017 /*
1018 =============
1019 ClientPreConnect
1020
1021 Called once (not at each match start) when a client begins a connection to the server
1022 =============
1023 */
1024 void ClientPreConnect(entity this)
1025 {
1026         if(autocvar_sv_eventlog)
1027         {
1028                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1029                         this.playerid,
1030                         etof(this),
1031                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1032                 ));
1033         }
1034 }
1035 #endif
1036
1037 // NOTE csqc uses the active mutators list sent by this function
1038 // to understand which mutators are enabled
1039 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1040 void SendWelcomeMessage(entity this, int msg_type)
1041 {
1042         WriteByte(msg_type, boolean(autocvar_g_campaign));
1043         if (boolean(autocvar_g_campaign))
1044         {
1045                 WriteString(msg_type, Campaign_GetTitle());
1046                 WriteByte(msg_type, Campaign_GetLevelNum());
1047                 WriteString(msg_type, Campaign_GetMessage());
1048                 return;
1049         }
1050         WriteString(msg_type, autocvar_hostname);
1051         WriteString(msg_type, autocvar_g_xonoticversion);
1052         WriteByte(msg_type, CS(this).version_mismatch);
1053         WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1054         WriteByte(msg_type, autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers);
1055         WriteByte(msg_type, GetPlayerLimit());
1056
1057         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1058         string modifications = M_ARGV(0, string);
1059
1060         if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1061                 modifications = strcat(modifications, ", No start weapons");
1062         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1063                 modifications = strcat(modifications, ", Low gravity");
1064         if(g_weapon_stay && !g_cts)
1065                 modifications = strcat(modifications, ", Weapons stay");
1066         if(autocvar_g_jetpack)
1067                 modifications = strcat(modifications, ", Jetpack");
1068         modifications = substring(modifications, 2, strlen(modifications) - 2);
1069
1070         WriteString(msg_type, modifications);
1071
1072         WriteString(msg_type, g_weaponarena_list);
1073
1074         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1075         {
1076                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1077                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1078         }
1079
1080         WriteString(msg_type, cache_mutatormsg);
1081
1082         WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1083 }
1084
1085 /**
1086 =============
1087 ClientConnect
1088
1089 Called when a client connects to the server
1090 =============
1091 */
1092 void ClientConnect(entity this)
1093 {
1094         if (Ban_MaybeEnforceBanOnce(this)) return;
1095         assert(!IS_CLIENT(this), return);
1096         this.flags |= FL_CLIENT;
1097         assert(player_count >= 0, player_count = 0);
1098
1099         TRANSMUTE(Client, this);
1100         CS(this).version_nagtime = time + 10 + random() * 10;
1101
1102         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1103
1104         bot_clientconnect(this);
1105
1106         Player_DetermineForcedTeam(this);
1107
1108         TRANSMUTE(Observer, this);
1109
1110         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1111
1112         // always track bots, don't ask for cl_allow_uidtracking
1113         if (IS_BOT_CLIENT(this))
1114                 PlayerStats_GameReport_AddPlayer(this);
1115         else
1116                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1117
1118         if (autocvar_sv_eventlog)
1119                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1120
1121         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1122
1123         stuffcmd(this, clientstuff, "\n");
1124         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1125
1126         FixClientCvars(this);
1127
1128         // get version info from player
1129         stuffcmd(this, "cmd clientversion $gameversion\n");
1130
1131         // notify about available teams
1132         if (teamplay)
1133         {
1134                 entity balance = TeamBalance_CheckAllowedTeams(this);
1135                 int t = TeamBalance_GetAllowedTeams(balance);
1136                 TeamBalance_Destroy(balance);
1137                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1138         }
1139         else
1140         {
1141                 stuffcmd(this, "set _teams_available 0\n");
1142         }
1143
1144         bot_relinkplayerlist();
1145
1146         CS(this).spectatortime = time;
1147         if (blockSpectators)
1148         {
1149                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1150         }
1151
1152         CS(this).jointime = time;
1153
1154         if (IS_REAL_CLIENT(this))
1155         {
1156                 if (g_weaponarena_weapons == WEPSET(TUBA))
1157                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1158                 // quickmenu file must be put in a subfolder with an unique name
1159                 // to reduce chances of overriding custom client quickmenus
1160                 if (waypointeditor_enabled)
1161                         stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1162                 else if (autocvar_sv_quickmenu_file != "" && strstrofs(autocvar_sv_quickmenu_file, "/", 0) && fexists(autocvar_sv_quickmenu_file))
1163                         stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1164         }
1165
1166         if (!autocvar_sv_foginterval && world.fog != "")
1167                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1168
1169         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
1170                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1171                         send_CSQC_teamnagger();
1172
1173         CSQCMODEL_AUTOINIT(this);
1174
1175         CS(this).model_randomizer = random();
1176
1177         if (IS_REAL_CLIENT(this))
1178                 sv_notice_join(this);
1179
1180         this.move_qcphysics = true;
1181
1182         // update physics stats (players can spawn before physics runs)
1183         Physics_UpdateStats(this);
1184
1185         IL_EACH(g_initforplayer, it.init_for_player, {
1186                 it.init_for_player(it, this);
1187         });
1188
1189         Handicap_Initialize(this);
1190
1191         // playban
1192         if (PlayerInList(this, autocvar_g_playban_list))
1193                 TRANSMUTE(Observer, this);
1194
1195         if (PlayerInList(this, autocvar_g_muteban_list)) // muteban
1196                 CS(this).muted = true;
1197
1198         MUTATOR_CALLHOOK(ClientConnect, this);
1199
1200         if (player_count == 1)
1201         {
1202                 if (autocvar_sv_autopause && server_is_dedicated)
1203                         setpause(0);
1204                 localcmd("\nsv_hook_firstjoin\n");
1205         }
1206 }
1207 /*
1208 =============
1209 ClientDisconnect
1210
1211 Called when a client disconnects from the server
1212 =============
1213 */
1214 .entity chatbubbleentity;
1215 void player_powerups_remove_all(entity this);
1216
1217 void ClientDisconnect(entity this)
1218 {
1219         assert(IS_CLIENT(this), return);
1220
1221         /* from "ignore" command */
1222         strfree(this.ignore_list);
1223         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it.ignore_list,
1224         {
1225                 if(it.crypto_idfp && it.crypto_idfp != "")
1226                         continue;
1227                 string mylist = ignore_removefromlist(it, this);
1228                 if(it.ignore_list)
1229                         strunzone(it.ignore_list);
1230
1231                 it.ignore_list = strzone(mylist);
1232         });
1233         /* from "ignore" command */
1234
1235         PlayerStats_GameReport_FinalizePlayer(this);
1236         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1237         if (CS(this).active_minigame) part_minigame(this);
1238         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1239
1240         if (autocvar_sv_eventlog)
1241                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1242
1243         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1244
1245         if(IS_SPEC(this))
1246                 SetSpectatee(this, NULL);
1247
1248         MUTATOR_CALLHOOK(ClientDisconnect, this);
1249
1250         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1251         strfree(CS_CVAR(this).weaponorder_byimpulse);
1252         ClientState_detach(this);
1253
1254         Portal_ClearAll(this);
1255
1256         Unfreeze(this, false);
1257
1258         RemoveGrapplingHooks(this);
1259
1260         // Here, everything has been done that requires this player to be a client.
1261
1262         this.flags &= ~FL_CLIENT;
1263
1264         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1265         if (this.killindicator) delete(this.killindicator);
1266
1267         IL_EACH(g_counters, it.realowner == this,
1268         {
1269                 delete(it);
1270         });
1271
1272         WaypointSprite_PlayerGone(this);
1273
1274         bot_relinkplayerlist();
1275
1276         strfree(this.clientstatus);
1277         if (this.personal) delete(this.personal);
1278
1279         this.playerid = 0;
1280         if (warmup_stage || game_starttime > time) ReadyCount();
1281         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1282
1283         player_powerups_remove_all(this); // stop powerup sound
1284
1285         ONREMOVE(this);
1286
1287         if (player_count == 0)
1288                 localcmd("\nsv_hook_lastleave\n");
1289 }
1290
1291 void ChatBubbleThink(entity this)
1292 {
1293         this.nextthink = time;
1294         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1295         {
1296                 if(this.owner) // but why can that ever be NULL?
1297                         this.owner.chatbubbleentity = NULL;
1298                 delete(this);
1299                 return;
1300         }
1301
1302         this.mdl = "";
1303
1304         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1305         {
1306                 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1307                         this.mdl = "models/sprites/minigame_busy.iqm";
1308                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1309                         this.mdl = "models/misc/chatbubble.spr";
1310         }
1311
1312         if ( this.model != this.mdl )
1313                 _setmodel(this, this.mdl);
1314
1315 }
1316
1317 void UpdateChatBubble(entity this)
1318 {
1319         if (this.alpha < 0)
1320                 return;
1321         // spawn a chatbubble entity if needed
1322         if (!this.chatbubbleentity)
1323         {
1324                 this.chatbubbleentity = new(chatbubbleentity);
1325                 this.chatbubbleentity.owner = this;
1326                 this.chatbubbleentity.exteriormodeltoclient = this;
1327                 setthink(this.chatbubbleentity, ChatBubbleThink);
1328                 this.chatbubbleentity.nextthink = time;
1329                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1330                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1331                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1332                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1333                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1334                 //this.chatbubbleentity.model = "";
1335                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1336         }
1337 }
1338
1339 void calculate_player_respawn_time(entity this)
1340 {
1341         if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1342                 return;
1343
1344         float gametype_setting_tmp;
1345         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1346         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1347         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1348         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1349         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1350         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1351
1352         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
1353         if (teamplay)
1354         {
1355                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1356                         if(it.team == this.team)
1357                                 ++pcount;
1358                 });
1359                 if (sdelay_small_count == 0)
1360                         sdelay_small_count = 1;
1361                 if (sdelay_large_count == 0)
1362                         sdelay_large_count = 1;
1363         }
1364         else
1365         {
1366                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1367                         ++pcount;
1368                 });
1369                 if (sdelay_small_count == 0)
1370                 {
1371                         if (IS_INDEPENDENT_PLAYER(this))
1372                         {
1373                                 // Players play independently. No point in requiring enemies.
1374                                 sdelay_small_count = 1;
1375                         }
1376                         else
1377                         {
1378                                 // Players play AGAINST each other. Enemies required.
1379                                 sdelay_small_count = 2;
1380                         }
1381                 }
1382                 if (sdelay_large_count == 0)
1383                 {
1384                         if (IS_INDEPENDENT_PLAYER(this))
1385                         {
1386                                 // Players play independently. No point in requiring enemies.
1387                                 sdelay_large_count = 1;
1388                         }
1389                         else
1390                         {
1391                                 // Players play AGAINST each other. Enemies required.
1392                                 sdelay_large_count = 2;
1393                         }
1394                 }
1395         }
1396
1397         float sdelay;
1398
1399         if (pcount <= sdelay_small_count)
1400                 sdelay = sdelay_small;
1401         else if (pcount >= sdelay_large_count)
1402                 sdelay = sdelay_large;
1403         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1404                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1405
1406         if(waves)
1407                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1408         else
1409                 this.respawn_time = time + sdelay;
1410
1411         if(sdelay < sdelay_max)
1412                 this.respawn_time_max = time + sdelay_max;
1413         else
1414                 this.respawn_time_max = this.respawn_time;
1415
1416         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1417                 this.respawn_countdown = 10; // first number to count down from is 10
1418         else
1419                 this.respawn_countdown = -1; // do not count down
1420
1421         if(autocvar_g_forced_respawn)
1422                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1423 }
1424
1425 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1426 // added to the model skins
1427 /*void UpdateColorModHack()
1428 {
1429         float c;
1430         c = this.clientcolors & 15;
1431         // LordHavoc: only bothering to support white, green, red, yellow, blue
1432              if (!teamplay) this.colormod = '0 0 0';
1433         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1434         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1435         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1436         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1437         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1438         else this.colormod = '1 1 1';
1439 }*/
1440
1441 void respawn(entity this)
1442 {
1443         bool damagedbycontents_prev = this.damagedbycontents;
1444         if(this.alpha >= 0)
1445         {
1446                 if(autocvar_g_respawn_ghosts)
1447                 {
1448                         this.solid = SOLID_NOT;
1449                         this.takedamage = DAMAGE_NO;
1450                         this.damagedbycontents = false;
1451                         set_movetype(this, MOVETYPE_FLY);
1452                         this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1453                         this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1454                         this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1455                         this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1456                         Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1457                         if(autocvar_g_respawn_ghosts_time > 0)
1458                                 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1459                 }
1460                 else
1461                         SUB_SetFade (this, time, 1); // fade out the corpse immediately
1462         }
1463
1464         CopyBody(this, 1);
1465         this.damagedbycontents = damagedbycontents_prev;
1466
1467         this.effects |= EF_NODRAW; // prevent another CopyBody
1468         PutClientInServer(this);
1469 }
1470
1471 void play_countdown(entity this, float finished, Sound samp)
1472 {
1473         TC(Sound, samp);
1474         float time_left = finished - time;
1475         if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1476                 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1477 }
1478
1479 // it removes special powerups not handled by StatusEffects
1480 void player_powerups_remove_all(entity this)
1481 {
1482         if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1483         {
1484                 // don't play the poweroff sound when the game restarts or the player disconnects
1485                 if (time > game_starttime + 1 && IS_CLIENT(this)
1486                         && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1487                 {
1488                         sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1489                 }
1490                 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1491                         stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1492                 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1493         }
1494 }
1495
1496 void player_powerups(entity this)
1497 {
1498         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1499                 this.modelflags |= MF_ROCKET;
1500         else
1501                 this.modelflags &= ~MF_ROCKET;
1502
1503         this.effects &= ~EF_NODEPTHTEST;
1504
1505         if (IS_DEAD(this))
1506                 player_powerups_remove_all(this);
1507
1508         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1509                 return;
1510
1511         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1512         int items_prev = this.items;
1513
1514         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1515         {
1516                 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1517                 if (this.items & IT_SUPERWEAPON)
1518                 {
1519                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1520                         {
1521                                 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1522                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1523                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1524                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1525                         }
1526                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1527                         {
1528                                 // don't let them run out
1529                         }
1530                         else
1531                         {
1532                                 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1533                                 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1534                                 {
1535                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1536                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1537                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1538                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1539                                 }
1540                         }
1541                 }
1542                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1543                 {
1544                         if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1545                         {
1546                                 this.items = this.items | IT_SUPERWEAPON;
1547                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1548                                 {
1549                                         if(!g_cts)
1550                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1551                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1552                                 }
1553                         }
1554                         else
1555                         {
1556                                 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1557                                         StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1558                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1559                         }
1560                 }
1561                 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1562                 {
1563                         StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1564                 }
1565         }
1566
1567         if(autocvar_g_nodepthtestplayers)
1568                 this.effects = this.effects | EF_NODEPTHTEST;
1569
1570         if(autocvar_g_fullbrightplayers)
1571                 this.effects = this.effects | EF_FULLBRIGHT;
1572
1573         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1574 }
1575
1576 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1577 {
1578         if(current > stable)
1579                 return current;
1580         else if(current > stable - 0.25) // when close enough, "snap"
1581                 return stable;
1582         else
1583                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1584 }
1585
1586 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1587 {
1588         if(current < stable)
1589                 return current;
1590         else if(current < stable + 0.25) // when close enough, "snap"
1591                 return stable;
1592         else
1593                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1594 }
1595
1596 void RotRegen(entity this, Resource res, float limit_mod,
1597         float regenstable, float regenfactor, float regenlinear, float regenframetime,
1598         float rotstable, float rotfactor, float rotlinear, float rotframetime)
1599 {
1600         float old = GetResource(this, res);
1601         float current = old;
1602         if(current > rotstable)
1603         {
1604                 if(rotframetime > 0)
1605                 {
1606                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1607                         current = max(rotstable, current - rotlinear * rotframetime);
1608                 }
1609         }
1610         else if(current < regenstable)
1611         {
1612                 if(regenframetime > 0)
1613                 {
1614                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1615                         current = min(regenstable, current + regenlinear * regenframetime);
1616                 }
1617         }
1618
1619         float limit = GetResourceLimit(this, res) * limit_mod;
1620         if(current > limit)
1621                 current = limit;
1622
1623         if (current != old)
1624                 SetResource(this, res, current);
1625 }
1626
1627 void player_regen(entity this)
1628 {
1629         float max_mod, regen_mod, rot_mod, limit_mod;
1630         max_mod = regen_mod = rot_mod = limit_mod = 1;
1631
1632         float regen_health = autocvar_g_balance_health_regen;
1633         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1634         float regen_health_rot = autocvar_g_balance_health_rot;
1635         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1636         float regen_health_stable = autocvar_g_balance_health_regenstable;
1637         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1638         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1639                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1640         max_mod = M_ARGV(1, float);
1641         regen_mod = M_ARGV(2, float);
1642         rot_mod = M_ARGV(3, float);
1643         limit_mod = M_ARGV(4, float);
1644         regen_health = M_ARGV(5, float);
1645         regen_health_linear = M_ARGV(6, float);
1646         regen_health_rot = M_ARGV(7, float);
1647         regen_health_rotlinear = M_ARGV(8, float);
1648         regen_health_stable = M_ARGV(9, float);
1649         regen_health_rotstable = M_ARGV(10, float);
1650
1651         float rotstable, regenstable, rotframetime, regenframetime;
1652
1653         if(!mutator_returnvalue)
1654         if(!STAT(FROZEN, this))
1655         {
1656                 regenstable = autocvar_g_balance_armor_regenstable;
1657                 rotstable = autocvar_g_balance_armor_rotstable;
1658                 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1659                 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1660                 RotRegen(this, RES_ARMOR, limit_mod,
1661                         regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1662                         rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1663
1664                 // NOTE: max_mod is only applied to health
1665                 regenstable = regen_health_stable * max_mod;
1666                 rotstable = regen_health_rotstable * max_mod;
1667                 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1668                 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1669                 RotRegen(this, RES_HEALTH, limit_mod,
1670                         regenstable, regen_health, regen_health_linear, regenframetime,
1671                         rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1672         }
1673
1674         // if player rotted to death...  die!
1675         // check this outside above checks, as player may still be able to rot to death
1676         if(GetResource(this, RES_HEALTH) < 1)
1677         {
1678                 if(this.vehicle)
1679                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1680                 if(this.event_damage)
1681                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1682         }
1683
1684         if (!(this.items & IT_UNLIMITED_AMMO))
1685         {
1686                 regenstable = autocvar_g_balance_fuel_regenstable;
1687                 rotstable = autocvar_g_balance_fuel_rotstable;
1688                 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1689                 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1690                 RotRegen(this, RES_FUEL, 1,
1691                         regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1692                         rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1693         }
1694 }
1695
1696 bool zoomstate_set;
1697 void SetZoomState(entity this, float newzoom)
1698 {
1699         if(newzoom != CS(this).zoomstate)
1700         {
1701                 CS(this).zoomstate = newzoom;
1702                 ClientData_Touch(this);
1703         }
1704         zoomstate_set = true;
1705 }
1706
1707 void GetPressedKeys(entity this)
1708 {
1709         MUTATOR_CALLHOOK(GetPressedKeys, this);
1710         if (game_stopped)
1711         {
1712                 CS(this).pressedkeys = 0;
1713                 STAT(PRESSED_KEYS, this) = 0;
1714                 return;
1715         }
1716
1717         // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1718         int keys = STAT(PRESSED_KEYS, this);
1719         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1720         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1721         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1722         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1723
1724         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1725         keys = BITSET(keys, KEY_CROUCH,         IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1726         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1727         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1728         CS(this).pressedkeys = keys; // store for other users
1729
1730         STAT(PRESSED_KEYS, this) = keys;
1731 }
1732
1733 /*
1734 ======================
1735 spectate mode routines
1736 ======================
1737 */
1738
1739 void SpectateCopy(entity this, entity spectatee)
1740 {
1741         TC(Client, this); TC(Client, spectatee);
1742
1743         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1744         PS(this) = PS(spectatee);
1745         this.armortype = spectatee.armortype;
1746         SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1747         SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1748         SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1749         SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1750         SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1751         SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1752         SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1753         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1754         SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1755         CS(this).impulse = 0;
1756         this.disableclientprediction = 1; // no need to run prediction on a spectator
1757         this.items = spectatee.items;
1758         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1759         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1760         STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1761         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1762         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1763         this.punchangle = spectatee.punchangle;
1764         this.view_ofs = spectatee.view_ofs;
1765         this.velocity = spectatee.velocity;
1766         this.dmg_take = spectatee.dmg_take;
1767         this.dmg_save = spectatee.dmg_save;
1768         this.dmg_inflictor = spectatee.dmg_inflictor;
1769         this.v_angle = spectatee.v_angle;
1770         this.angles = spectatee.v_angle;
1771         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1772         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1773         this.viewloc = spectatee.viewloc;
1774         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1775                 this.fixangle = true;
1776         setorigin(this, spectatee.origin);
1777         setsize(this, spectatee.mins, spectatee.maxs);
1778         SetZoomState(this, CS(spectatee).zoomstate);
1779
1780     anticheat_spectatecopy(this, spectatee);
1781         STAT(HUD, this) = STAT(HUD, spectatee);
1782         if(spectatee.vehicle)
1783     {
1784         this.angles = spectatee.v_angle;
1785
1786         //this.fixangle = false;
1787         //this.velocity = spectatee.vehicle.velocity;
1788         this.vehicle_health = spectatee.vehicle_health;
1789         this.vehicle_shield = spectatee.vehicle_shield;
1790         this.vehicle_energy = spectatee.vehicle_energy;
1791         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1792         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1793         this.vehicle_reload1 = spectatee.vehicle_reload1;
1794         this.vehicle_reload2 = spectatee.vehicle_reload2;
1795
1796         //msg_entity = this;
1797
1798        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1799             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1800            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1801            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1802
1803         //WriteByte (MSG_ONE, SVC_SETVIEW);
1804         //    WriteEntity(MSG_ONE, this);
1805         //makevectors(spectatee.v_angle);
1806         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1807     }
1808 }
1809
1810 bool SpectateUpdate(entity this)
1811 {
1812         if(!this.enemy)
1813                 return false;
1814
1815         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1816         {
1817                 SetSpectatee(this, NULL);
1818                 return false;
1819         }
1820
1821         SpectateCopy(this, this.enemy);
1822
1823         return true;
1824 }
1825
1826 bool SpectateSet(entity this)
1827 {
1828         if(!IS_PLAYER(this.enemy))
1829                 return false;
1830
1831         ClientData_Touch(this.enemy);
1832
1833         msg_entity = this;
1834         WriteByte(MSG_ONE, SVC_SETVIEW);
1835         WriteEntity(MSG_ONE, this.enemy);
1836         set_movetype(this, MOVETYPE_NONE);
1837         accuracy_resend(this);
1838
1839         if(!SpectateUpdate(this))
1840                 PutObserverInServer(this, false, true);
1841
1842         return true;
1843 }
1844
1845 void SetSpectatee_status(entity this, int spectatee_num)
1846 {
1847         int oldspectatee_status = CS(this).spectatee_status;
1848         CS(this).spectatee_status = spectatee_num;
1849
1850         if (CS(this).spectatee_status != oldspectatee_status)
1851         {
1852                 if (STAT(PRESSED_KEYS, this))
1853                 {
1854                         CS(this).pressedkeys = 0;
1855                         STAT(PRESSED_KEYS, this) = 0;
1856                 }
1857                 ClientData_Touch(this);
1858                 if (g_race || g_cts) race_InitSpectator();
1859         }
1860 }
1861
1862 void SetSpectatee(entity this, entity spectatee)
1863 {
1864         if(IS_BOT_CLIENT(this))
1865                 return; // bots abuse .enemy, this code is useless to them
1866
1867         entity old_spectatee = this.enemy;
1868
1869         this.enemy = spectatee;
1870
1871         // WEAPONTODO
1872         // these are required to fix the spectator bug with arc
1873         if(old_spectatee)
1874         {
1875                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1876                 {
1877                         .entity weaponentity = weaponentities[slot];
1878                         if(old_spectatee.(weaponentity).arc_beam)
1879                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1880                 }
1881         }
1882         if(spectatee)
1883         {
1884                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1885                 {
1886                         .entity weaponentity = weaponentities[slot];
1887                         if(spectatee.(weaponentity).arc_beam)
1888                                 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1889                 }
1890         }
1891
1892         if (spectatee)
1893                 SetSpectatee_status(this, etof(spectatee));
1894
1895         // needed to update spectator list
1896         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1897 }
1898
1899 bool Spectate(entity this, entity pl)
1900 {
1901         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1902                 return false;
1903         pl = M_ARGV(1, entity);
1904
1905         SetSpectatee(this, pl);
1906         return SpectateSet(this);
1907 }
1908
1909 bool SpectateNext(entity this)
1910 {
1911         entity ent = find(this.enemy, classname, STR_PLAYER);
1912
1913         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1914                 ent = M_ARGV(1, entity);
1915         else if (!ent)
1916                 ent = find(ent, classname, STR_PLAYER);
1917
1918         if(ent) { SetSpectatee(this, ent); }
1919
1920         return SpectateSet(this);
1921 }
1922
1923 bool SpectatePrev(entity this)
1924 {
1925         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1926         entity ent = findchain(classname, STR_PLAYER);
1927         if (!ent) // no player
1928                 return false;
1929
1930         entity first = ent;
1931         // skip players until current spectated player
1932         if(this.enemy)
1933         while(ent && ent != this.enemy)
1934                 ent = ent.chain;
1935
1936         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1937         {
1938                 case MUT_SPECPREV_FOUND:
1939                         ent = M_ARGV(1, entity);
1940                         break;
1941                 case MUT_SPECPREV_RETURN:
1942                         return true;
1943                 case MUT_SPECPREV_CONTINUE:
1944                 default:
1945                 {
1946                         if(ent.chain)
1947                                 ent = ent.chain;
1948                         else
1949                                 ent = first;
1950                         break;
1951                 }
1952         }
1953
1954         SetSpectatee(this, ent);
1955         return SpectateSet(this);
1956 }
1957
1958 /*
1959 =============
1960 ShowRespawnCountdown()
1961
1962 Update a respawn countdown display.
1963 =============
1964 */
1965 void ShowRespawnCountdown(entity this)
1966 {
1967         float number;
1968         if(!IS_DEAD(this)) // just respawned?
1969                 return;
1970         else
1971         {
1972                 number = ceil(this.respawn_time - time);
1973                 if(number <= 0)
1974                         return;
1975                 if(number <= this.respawn_countdown)
1976                 {
1977                         this.respawn_countdown = number - 1;
1978                         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
1979                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1980                 }
1981         }
1982 }
1983
1984 .bool team_selected;
1985 bool ShowTeamSelection(entity this)
1986 {
1987         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1988                 return false;
1989         if (frametime) // once per frame is more than enough
1990                 stuffcmd(this, "_scoreboard_team_selection 1\n");
1991         return true;
1992 }
1993 void Join(entity this)
1994 {
1995         if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1996                 ReadyRestart(true);
1997
1998         TRANSMUTE(Player, this);
1999
2000         if(!this.team_selected)
2001         if(autocvar_g_campaign || autocvar_g_balance_teams)
2002                 TeamBalance_JoinBestTeam(this);
2003
2004         if(autocvar_g_campaign)
2005                 campaign_bots_may_start = true;
2006
2007         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2008
2009         PutClientInServer(this);
2010
2011         if(IS_PLAYER(this))
2012         if(teamplay && this.team != -1)
2013         {
2014         }
2015         else
2016                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2017         this.team_selected = false;
2018 }
2019
2020 int GetPlayerLimit()
2021 {
2022         if(g_duel)
2023                 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2024         // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
2025         int player_limit = (autocvar_g_maxplayers >= 0 || intermission_running) ? autocvar_g_maxplayers : map_maxplayers;
2026         MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2027         player_limit = M_ARGV(0, int);
2028         return player_limit < maxclients ? player_limit : 0;
2029 }
2030
2031 /**
2032  * Determines whether the player is allowed to join. This depends on cvar
2033  * g_maxplayers, if it isn't used this function always return true, otherwise
2034  * it checks whether the number of currently playing players exceeds g_maxplayers.
2035  * @return int number of free slots for players, 0 if none
2036  */
2037 int nJoinAllowed(entity this, entity ignore)
2038 {
2039         if(!ignore)
2040         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2041         // so report 0 free slots if restricted
2042         {
2043                 if(autocvar_g_forced_team_otherwise == "spectate")
2044                         return 0;
2045                 if(autocvar_g_forced_team_otherwise == "spectator")
2046                         return 0;
2047         }
2048
2049         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2050                 return 0; // forced spectators can never join
2051
2052         static float msg_time = 0;
2053         if(this && !INGAME(this) && ignore && PlayerInList(this, autocvar_g_playban_list))
2054         {
2055                 if(time > msg_time)
2056                 {
2057                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PLAYBAN);
2058                         msg_time = time + 0.5;
2059                 }
2060                 return 0;
2061         }
2062
2063         // TODO simplify this
2064         int totalClients = 0;
2065         int currentlyPlaying = 0;
2066         FOREACH_CLIENT(true, {
2067                 if(it != ignore)
2068                         ++totalClients;
2069                 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2070                         ++currentlyPlaying;
2071         });
2072
2073         int player_limit = GetPlayerLimit();
2074
2075         int free_slots = 0;
2076         if (!player_limit)
2077                 free_slots = maxclients - totalClients;
2078         else if(player_limit > 0 && currentlyPlaying < player_limit)
2079                 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2080
2081         if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2082         {
2083                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2084                 msg_time = time + 0.5;
2085         }
2086
2087         return free_slots;
2088 }
2089
2090 bool joinAllowed(entity this)
2091 {
2092         if (CS(this).version_mismatch) return false;
2093         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2094         if (!nJoinAllowed(this, this)) return false;
2095         if (teamplay && lockteams) return false;
2096         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2097         if (ShowTeamSelection(this)) return false;
2098         return true;
2099 }
2100
2101 void show_entnum(entity this)
2102 {
2103         // waypoint editor implements a similar feature for waypoints
2104         if (waypointeditor_enabled)
2105                 return;
2106
2107         if (wasfreed(this.wp_aimed))
2108                 this.wp_aimed = NULL;
2109
2110         WarpZone_crosshair_trace_plusvisibletriggers(this);
2111         entity ent = NULL;
2112         if (trace_ent)
2113         {
2114                 ent = trace_ent;
2115                 if (ent != this.wp_aimed)
2116                 {
2117                         string str = sprintf(
2118                                 "^7ent #%d\n^8 netname: ^3%s\n^8 classname: ^5%s\n^8 origin: ^2'%s'",
2119                                 etof(ent), ent.netname, ent.classname, vtos(ent.origin));
2120                         debug_text_3d((ent.absmin + ent.absmax) * 0.5, str, 0, 7, '0 0 0');
2121                 }
2122         }
2123         if (this.wp_aimed != ent)
2124                 this.wp_aimed = ent;
2125 }
2126
2127 .string shootfromfixedorigin;
2128 .bool dualwielding_prev;
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 (frametime && autocvar_sv_show_entnum) show_entnum(this);
2149
2150         if (IS_DEAD(this)) {
2151                 if (this.personal && g_race_qualifying) {
2152                         if (time > this.respawn_time) {
2153                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2154                                 respawn(this);
2155                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2156                         }
2157                 } else {
2158                         if (frametime) player_anim(this);
2159
2160                         if (this.respawn_flags & RESPAWN_DENY)
2161                         {
2162                                 STAT(RESPAWN_TIME, this) = 0;
2163                                 return false;
2164                         }
2165
2166                         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));
2167
2168                         switch(this.deadflag)
2169                         {
2170                                 case DEAD_DYING:
2171                                 {
2172                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2173                                                 this.deadflag = DEAD_RESPAWNING;
2174                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2175                                                 this.deadflag = DEAD_DEAD;
2176                                         break;
2177                                 }
2178                                 case DEAD_DEAD:
2179                                 {
2180                                         if (button_pressed)
2181                                                 this.deadflag = DEAD_RESPAWNABLE;
2182                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2183                                                 this.deadflag = DEAD_RESPAWNING;
2184                                         break;
2185                                 }
2186                                 case DEAD_RESPAWNABLE:
2187                                 {
2188                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2189                                                 this.deadflag = DEAD_RESPAWNING;
2190                                         break;
2191                                 }
2192                                 case DEAD_RESPAWNING:
2193                                 {
2194                                         if (time > this.respawn_time)
2195                                         {
2196                                                 this.respawn_time = time + 1; // only retry once a second
2197                                                 this.respawn_time_max = this.respawn_time;
2198                                                 respawn(this);
2199                                         }
2200                                         break;
2201                                 }
2202                         }
2203
2204                         ShowRespawnCountdown(this);
2205
2206                         if (this.respawn_flags & RESPAWN_SILENT)
2207                                 STAT(RESPAWN_TIME, this) = 0;
2208                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2209                         {
2210                                 if (time < this.respawn_time)
2211                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2212                                 else if (this.deadflag != DEAD_RESPAWNING)
2213                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2214                         }
2215                         else
2216                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2217                 }
2218
2219                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2220                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2221                         STAT(RESPAWN_TIME, this) *= -1;
2222
2223                 return false;
2224         }
2225
2226         FixPlayermodel(this);
2227
2228         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2229                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2230                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2231         }
2232
2233         // reset gun alignment when dual wielding status changes
2234         // to ensure guns are always aligned right and left
2235         bool dualwielding = W_DualWielding(this);
2236         if(this.dualwielding_prev != dualwielding)
2237         {
2238                 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2239                 this.dualwielding_prev = dualwielding;
2240         }
2241
2242         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2243         //if(frametime)
2244         {
2245                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2246                 {
2247                         .entity weaponentity = weaponentities[slot];
2248                         if(WEP_CVAR(vortex, charge_always))
2249                                 W_Vortex_Charge(this, weaponentity, frametime);
2250                         W_WeaponFrame(this, weaponentity);
2251                 }
2252         }
2253
2254         if (frametime)
2255         {
2256                 // WEAPONTODO: Add a weapon request for this
2257                 // rot vortex charge to the charge limit
2258                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2259                 {
2260                         .entity weaponentity = weaponentities[slot];
2261                         if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2262                                 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2263                 }
2264
2265                 player_regen(this);
2266                 player_anim(this);
2267                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2268         }
2269
2270         monsters_setstatus(this);
2271
2272         return true;
2273 }
2274
2275 .bool would_spectate;
2276 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2277 void ObserverOrSpectatorThink(entity this)
2278 {
2279         bool is_spec = IS_SPEC(this);
2280         if ( CS(this).impulse )
2281         {
2282                 int r = MinigameImpulse(this, CS(this).impulse);
2283                 if (!is_spec || r)
2284                         CS(this).impulse = 0;
2285
2286                 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2287                 {
2288                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2289                         CS(this).impulse = 0;
2290                         return;
2291                 }
2292         }
2293
2294         if (frametime && autocvar_sv_show_entnum) show_entnum(this);
2295
2296         if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2297         {
2298                 CS(this).autojoin_checked = true;
2299                 TRANSMUTE(Player, this);
2300                 PutClientInServer(this);
2301
2302                 .entity weaponentity = weaponentities[0];
2303                 if(this.(weaponentity).m_weapon == WEP_Null)
2304                         W_NextWeapon(this, 0, weaponentity);
2305
2306                 return;
2307         }
2308
2309         if (this.flags & FL_JUMPRELEASED) {
2310                 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2311                         this.flags &= ~FL_JUMPRELEASED;
2312                         this.flags |= FL_SPAWNING;
2313                 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2314                         || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2315                         this.flags &= ~FL_JUMPRELEASED;
2316                         if(SpectateNext(this)) {
2317                                 TRANSMUTE(Spectator, this);
2318                         } else if (is_spec) {
2319                                 TRANSMUTE(Observer, this);
2320                                 PutClientInServer(this);
2321                         }
2322                         else
2323                                 this.would_spectate = false; // unable to spectate anyone
2324                         if (is_spec)
2325                                 CS(this).impulse = 0;
2326                 } else if (is_spec) {
2327                         if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2328                                 this.flags &= ~FL_JUMPRELEASED;
2329                                 if(SpectatePrev(this)) {
2330                                         TRANSMUTE(Spectator, this);
2331                                 } else {
2332                                         TRANSMUTE(Observer, this);
2333                                         PutClientInServer(this);
2334                                 }
2335                                 CS(this).impulse = 0;
2336                         } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2337                                 if(!observe_blocked_if_eliminated || !INGAME(this)) {
2338                                         this.would_spectate = false;
2339                                         this.flags &= ~FL_JUMPRELEASED;
2340                                         TRANSMUTE(Observer, this);
2341                                         PutClientInServer(this);
2342                                 }
2343                         } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2344                                 PutObserverInServer(this, false, true);
2345                                 this.would_spectate = true;
2346                         }
2347                 }
2348                 else {
2349                         bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2350                         if (PHYS_INPUT_BUTTON_USE(this))
2351                                 wouldclip = !wouldclip;
2352                         int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2353                         set_movetype(this, preferred_movetype);
2354                 }
2355         } else { // jump pressed
2356                 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2357                         || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2358                         this.flags |= FL_JUMPRELEASED;
2359                         // primary attack pressed
2360                         if(this.flags & FL_SPAWNING)
2361                         {
2362                                 this.flags &= ~FL_SPAWNING;
2363                                 if(joinAllowed(this))
2364                                         Join(this);
2365                                 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2366                                         CS(this).autojoin_checked = -1;
2367                                 return;
2368                         }
2369                 }
2370                 if(is_spec && !SpectateUpdate(this))
2371                         PutObserverInServer(this, false, true);
2372         }
2373         if (is_spec)
2374                 this.flags |= FL_CLIENT | FL_NOTARGET;
2375 }
2376
2377 void PlayerUseKey(entity this)
2378 {
2379         if (!IS_PLAYER(this))
2380                 return;
2381
2382         if(this.vehicle)
2383         {
2384                 if(!game_stopped)
2385                 {
2386                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2387                         return;
2388                 }
2389         }
2390         else if(autocvar_g_vehicles_enter)
2391         {
2392                 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2393                 {
2394                         entity head, closest_target = NULL;
2395                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2396
2397                         while(head) // find the closest acceptable target to enter
2398                         {
2399                                 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2400                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2401                                 {
2402                                         if(closest_target)
2403                                         {
2404                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2405                                                 { closest_target = head; }
2406                                         }
2407                                         else { closest_target = head; }
2408                                 }
2409
2410                                 head = head.chain;
2411                         }
2412
2413                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2414                 }
2415         }
2416
2417         // a use key was pressed; call handlers
2418         MUTATOR_CALLHOOK(PlayerUseKey, this);
2419 }
2420
2421
2422 /*
2423 =============
2424 PlayerPreThink
2425
2426 Called every frame for each client before the physics are run
2427 =============
2428 */
2429 .float last_vehiclecheck;
2430 void PlayerPreThink (entity this)
2431 {
2432         STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2433         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2434
2435         WarpZone_PlayerPhysics_FixVAngle(this);
2436
2437         if (frametime) {
2438                 // physics frames: update anticheat stuff
2439                 anticheat_prethink(this);
2440
2441                 // WORKAROUND: only use dropclient in server frames (frametime set).
2442                 // Never use it in cl_movement frames (frametime zero).
2443                 if (blockSpectators && IS_REAL_CLIENT(this)
2444                         && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2445                         && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2446                 {
2447                         if (dropclient_schedule(this))
2448                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2449                 }
2450         }
2451
2452         zoomstate_set = false;
2453
2454         // Check for nameless players
2455         if (this.netname == "" || this.netname != CS(this).netname_previous)
2456         {
2457                 bool assume_unchanged = (CS(this).netname_previous == "");
2458                 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2459                 {
2460                         int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2461                         this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2462                         sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2463                         assume_unchanged = false;
2464                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2465                 }
2466                 if (isInvisibleString(this.netname))
2467                 {
2468                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2469                         sprint(this, "Warning: invisible names are not allowed.\n");
2470                         assume_unchanged = false;
2471                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2472                 }
2473                 if (!assume_unchanged && autocvar_sv_eventlog)
2474                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2475                 strcpy(CS(this).netname_previous, this.netname);
2476         }
2477
2478         // version nagging
2479         if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2480         CS(this).version_nagtime = 0;
2481         if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2482             // git client
2483         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2484             // git server
2485             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2486         } else {
2487             int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2488             if (r < 0) { // old client
2489                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2490             } else if (r > 0) { // old server
2491                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2492             }
2493         }
2494     }
2495
2496         // GOD MODE info
2497         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2498         {
2499                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2500                 this.max_armorvalue = 0;
2501         }
2502
2503         if (frametime && IS_PLAYER(this) && time >= game_starttime)
2504         {
2505                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2506                 {
2507                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2508                         SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2509                         if (this.iceblock)
2510                                 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2511
2512                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2513                                 Unfreeze(this, false);
2514                 }
2515                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2516                 {
2517                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2518                         SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2519
2520                         if (GetResource(this, RES_HEALTH) < 1)
2521                         {
2522                                 if (this.vehicle)
2523                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2524                                 if(this.event_damage)
2525                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2526                         }
2527                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2528                                 Unfreeze(this, false);
2529                 }
2530         }
2531
2532         MUTATOR_CALLHOOK(PlayerPreThink, this);
2533
2534         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2535         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2536         {
2537                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2538                 {
2539                         if(!it.owner)
2540                         {
2541                                 if(!it.team || SAME_TEAM(this, it))
2542                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2543                                 else if(autocvar_g_vehicles_steal)
2544                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2545                         }
2546                         else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2547                         {
2548                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2549                         }
2550                 });
2551
2552                 this.last_vehiclecheck = time + 1;
2553         }
2554
2555         if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2556                 PlayerUseKey(this);
2557         CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2558
2559         if (IS_PLAYER(this)) {
2560                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2561                         error("Client can't be spawned as player on connection!");
2562                 if(!PlayerThink(this))
2563                         return;
2564         }
2565         else if (game_stopped || intermission_running) {
2566                 if(intermission_running)
2567                         IntermissionThink(this);
2568                 return;
2569         }
2570         else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2571         {
2572                 bool early_join_requested = (CS(this).autojoin_checked < 0);
2573                 CS(this).autojoin_checked = 1;
2574                 // don't do this in ClientConnect
2575                 // many things can go wrong if a client is spawned as player on connection
2576                 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2577                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2578                                 && (!teamplay || autocvar_g_balance_teams)))
2579                 {
2580                         if(joinAllowed(this))
2581                                 Join(this);
2582                         return;
2583                 }
2584         }
2585         else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2586                 ObserverOrSpectatorThink(this);
2587         }
2588
2589         // WEAPONTODO: Add weapon request for this
2590         if (!zoomstate_set) {
2591                 bool wep_zoomed = false;
2592                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2593                 {
2594                         .entity weaponentity = weaponentities[slot];
2595                         Weapon thiswep = this.(weaponentity).m_weapon;
2596                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2597                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2598                 }
2599                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2600         }
2601
2602         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2603         {
2604                 CS(this).teamkill_soundtime = 0;
2605
2606                 entity e = CS(this).teamkill_soundsource;
2607                 entity oldpusher = e.pusher;
2608                 e.pusher = this;
2609                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2610                 e.pusher = oldpusher;
2611         }
2612
2613         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2614                 CS(this).taunt_soundtime = 0;
2615                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2616         }
2617
2618         target_voicescript_next(this);
2619 }
2620
2621 void DrownPlayer(entity this)
2622 {
2623         if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2624                 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2625         {
2626                 STAT(AIR_FINISHED, this) = 0;
2627                 return;
2628         }
2629
2630         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2631         {
2632                 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2633                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2634                 STAT(AIR_FINISHED, this) = 0;
2635         }
2636         else
2637         {
2638                 if (!STAT(AIR_FINISHED, this))
2639                         STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2640                 if (STAT(AIR_FINISHED, this) < time)
2641                 {       // drown!
2642                         if (this.pain_finished < time)
2643                         {
2644                                 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2645                                 this.pain_finished = time + 0.5;
2646                         }
2647                 }
2648         }
2649 }
2650
2651 .bool move_qcphysics;
2652
2653 void Player_Physics(entity this)
2654 {
2655         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2656
2657         if(!this.move_qcphysics)
2658                 return;
2659
2660         if(!frametime && !CS(this).pm_frametime)
2661                 return;
2662
2663         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2664
2665         CS(this).pm_frametime = 0;
2666 }
2667
2668 /*
2669 =============
2670 PlayerPostThink
2671
2672 Called every frame for each client after the physics are run
2673 =============
2674 */
2675 void PlayerPostThink (entity this)
2676 {
2677         Player_Physics(this);
2678
2679         if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2680         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2681         if (IS_REAL_CLIENT(this))
2682         if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2683         if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2684         {
2685                 int totalClients = 0;
2686                 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2687                 {
2688                         // maxidle disabled in local matches by not counting clients (totalClients 0)
2689                         if (server_is_dedicated)
2690                         {
2691                                 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2692                                 {
2693                                         ++totalClients;
2694                                 });
2695                                 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2696                                         totalClients = 0;
2697                         }
2698                 }
2699                 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2700                 {
2701                         FOREACH_CLIENT(IS_REAL_CLIENT(it),
2702                         {
2703                                 ++totalClients;
2704                         });
2705                 }
2706
2707                 if (totalClients < autocvar_sv_maxidle_minplayers)
2708                 {
2709                         // idle kick disabled
2710                         CS(this).parm_idlesince = time;
2711                 }
2712                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2713                 {
2714                         if (CS(this).idlekick_lasttimeleft)
2715                         {
2716                                 CS(this).idlekick_lasttimeleft = 0;
2717                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2718                         }
2719                 }
2720                 else
2721                 {
2722                         float maxidle_time = autocvar_sv_maxidle;
2723                         if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2724                                 maxidle_time = autocvar_sv_maxidle_playertospectator;
2725                         float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2726                         float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2727                         if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2728                         {
2729                                 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2730                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2731                                 else
2732                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2733                         }
2734                         if (timeleft <= 0) {
2735                                 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2736                                 {
2737                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2738                                         PutObserverInServer(this, true, true);
2739                                 }
2740                                 else
2741                                 {
2742                                         if (dropclient_schedule(this))
2743                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2744                                 }
2745                                 return;
2746                         }
2747                         else if (timeleft <= countdown_time) {
2748                                 if (timeleft != CS(this).idlekick_lasttimeleft)
2749                                         play2(this, SND(TALK2));
2750                                 CS(this).idlekick_lasttimeleft = timeleft;
2751                         }
2752                 }
2753         }
2754
2755         CheatFrame(this);
2756
2757         if (game_stopped)
2758         {
2759                 this.solid = SOLID_NOT;
2760                 this.takedamage = DAMAGE_NO;
2761                 set_movetype(this, MOVETYPE_NONE);
2762                 CS(this).teamkill_complain = 0;
2763                 CS(this).teamkill_soundtime = 0;
2764                 CS(this).teamkill_soundsource = NULL;
2765         }
2766
2767         if (IS_PLAYER(this)) {
2768                 if(this.death_time == time && IS_DEAD(this))
2769                 {
2770                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2771                         // once all the damage events of this frame have been processed with normal size
2772                         this.maxs.z = 5;
2773                         setsize(this, this.mins, this.maxs);
2774                 }
2775                 DrownPlayer(this);
2776                 UpdateChatBubble(this);
2777                 if (CS(this).impulse) ImpulseCommands(this);
2778                 GetPressedKeys(this);
2779                 if (game_stopped)
2780                 {
2781                         CSQCMODEL_AUTOUPDATE(this);
2782                         return;
2783                 }
2784         }
2785         else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2786         {
2787                 CS(this).pressedkeys = 0;
2788                 STAT(PRESSED_KEYS, this) = 0;
2789         }
2790
2791         if (this.waypointsprite_attachedforcarrier) {
2792                 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2793                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2794         }
2795
2796         CSQCMODEL_AUTOUPDATE(this);
2797 }
2798
2799 // hack to copy the button fields from the client entity to the Client State
2800 void PM_UpdateButtons(entity this, entity store)
2801 {
2802         if(this.impulse)
2803                 store.impulse = this.impulse;
2804         this.impulse = 0;
2805
2806         bool typing = this.buttonchat || this.button12;
2807
2808         store.button0 = (typing) ? 0 : this.button0;
2809         //button1?!
2810         store.button2 = (typing) ? 0 : this.button2;
2811         store.button3 = (typing) ? 0 : this.button3;
2812         store.button4 = this.button4;
2813         store.button5 = (typing) ? 0 : this.button5;
2814         store.button6 = this.button6;
2815         store.button7 = this.button7;
2816         store.button8 = this.button8;
2817         store.button9 = this.button9;
2818         store.button10 = this.button10;
2819         store.button11 = this.button11;
2820         store.button12 = this.button12;
2821         store.button13 = this.button13;
2822         store.button14 = this.button14;
2823         store.button15 = this.button15;
2824         store.button16 = this.button16;
2825         store.buttonuse = this.buttonuse;
2826         store.buttonchat = this.buttonchat;
2827
2828         store.cursor_active = this.cursor_active;
2829         store.cursor_screen = this.cursor_screen;
2830         store.cursor_trace_start = this.cursor_trace_start;
2831         store.cursor_trace_endpos = this.cursor_trace_endpos;
2832         store.cursor_trace_ent = this.cursor_trace_ent;
2833
2834         store.ping = this.ping;
2835         store.ping_packetloss = this.ping_packetloss;
2836         store.ping_movementloss = this.ping_movementloss;
2837
2838         store.v_angle = this.v_angle;
2839         store.movement = this.movement;
2840 }
2841
2842 NET_HANDLE(fpsreport, bool)
2843 {
2844         int fps = ReadShort();
2845         PlayerScore_Set(sender, SP_FPS, fps);
2846         return true;
2847 }