]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
Make ladders use the same iterative logic as conveyors, fixes some maps with super...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
7 #include "impulse.qh"
8 #include "player.qh"
9 #include "ipban.qh"
10 #include "miscfunctions.qh"
11 #include "portals.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
17 #include "g_hook.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
21 #include "cheats.qh"
22 #include "g_world.qh"
23 #include <server/gamelog.qh>
24 #include "race.qh"
25 #include "antilag.qh"
26 #include "campaign.qh"
27 #include "command/common.qh"
28 #include "scores_rules.qh"
29 #include "weapons/common.qh"
30
31 #include "bot/api.qh"
32
33 #include "../common/ent_cs.qh"
34 #include "../common/wepent.qh"
35 #include <common/state.qh>
36
37 #include "compat/quake3.qh"
38
39 #include <common/effects/qc/globalsound.qh>
40
41 #include "../common/mapobjects/func/conveyor.qh"
42 #include <common/mapobjects/func/ladder.qh>
43 #include "../common/mapobjects/teleporters.qh"
44 #include "../common/mapobjects/target/spawnpoint.qh"
45 #include <common/mapobjects/trigger/counter.qh>
46 #include <common/mapobjects/trigger/swamp.qh>
47
48 #include "../common/vehicles/all.qh"
49
50 #include "weapons/hitplot.qh"
51 #include "weapons/weaponsystem.qh"
52
53 #include "../common/net_notice.qh"
54 #include "../common/net_linked.qh"
55 #include "../common/physics/player.qh"
56
57 #include <common/vehicles/sv_vehicles.qh>
58
59 #include "../common/items/_mod.qh"
60
61 #include "../common/mutators/mutator/waypoints/all.qh"
62 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
63 #include <common/gamemodes/_mod.qh>
64
65 #include "../common/mapobjects/subs.qh"
66 #include "../common/mapobjects/triggers.qh"
67 #include "../common/mapobjects/trigger/secret.qh"
68
69 #include "../common/minigames/sv_minigames.qh"
70
71 #include "../common/items/inventory.qh"
72
73 #include "../common/monsters/sv_monsters.qh"
74
75 #include "../lib/warpzone/server.qh"
76
77 #include <common/mutators/mutator/overkill/oknex.qh>
78
79 STATIC_METHOD(Client, Add, void(Client this, int _team))
80 {
81     ClientConnect(this);
82     TRANSMUTE(Player, this);
83     this.frame = 12; // 7
84     this.team = _team;
85     PutClientInServer(this);
86 }
87
88 STATIC_METHOD(Client, Remove, void(Client this))
89 {
90     TRANSMUTE(Observer, this);
91     PutClientInServer(this);
92     ClientDisconnect(this);
93 }
94
95 void send_CSQC_teamnagger() {
96         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
97 }
98
99 int CountSpectators(entity player, entity to)
100 {
101         if(!player) { return 0; } // not sure how, but best to be safe
102
103         int spec_count = 0;
104
105         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
106         {
107                 spec_count++;
108         });
109
110         return spec_count;
111 }
112
113 void WriteSpectators(entity player, entity to)
114 {
115         if(!player) { return; } // not sure how, but best to be safe
116
117         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
118         {
119                 WriteByte(MSG_ENTITY, num_for_edict(it));
120         });
121 }
122
123 bool ClientData_Send(entity this, entity to, int sf)
124 {
125         assert(to == this.owner, return false);
126
127         entity e = to;
128         if (IS_SPEC(e)) e = e.enemy;
129
130         sf = 0;
131         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
132         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
133         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
134         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
135
136         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
137         WriteByte(MSG_ENTITY, sf);
138
139         if (sf & BIT(1))
140                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
141
142         if(sf & BIT(4))
143         {
144                 float specs = CountSpectators(e, to);
145                 WriteByte(MSG_ENTITY, specs);
146                 WriteSpectators(e, to);
147         }
148
149         return true;
150 }
151
152 void ClientData_Attach(entity this)
153 {
154         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
155         CS(this).clientdata.drawonlytoclient = this;
156         CS(this).clientdata.owner = this;
157 }
158
159 void ClientData_Detach(entity this)
160 {
161         delete(CS(this).clientdata);
162         CS(this).clientdata = NULL;
163 }
164
165 void ClientData_Touch(entity e)
166 {
167         entity cd = CS(e).clientdata;
168         if (cd) { cd.SendFlags = 1; }
169
170         // make it spectatable
171         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
172         {
173                 entity cd = CS(it).clientdata;
174                 if (cd) { cd.SendFlags = 1; }
175         });
176 }
177
178
179 /*
180 =============
181 CheckPlayerModel
182
183 Checks if the argument string can be a valid playermodel.
184 Returns a valid one in doubt.
185 =============
186 */
187 string FallbackPlayerModel;
188 string CheckPlayerModel(string plyermodel) {
189         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
190         {
191                 // note: we cannot summon Don Strunzone here, some player may
192                 // still have the model string set. In case anyone manages how
193                 // to change a cvar default, we'll have a small leak here.
194                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
195         }
196         // only in right path
197         if( substring(plyermodel,0,14) != "models/player/")
198                 return FallbackPlayerModel;
199         // only good file extensions
200         if(substring(plyermodel,-4,4) != ".zym")
201         if(substring(plyermodel,-4,4) != ".dpm")
202         if(substring(plyermodel,-4,4) != ".iqm")
203         if(substring(plyermodel,-4,4) != ".md3")
204         if(substring(plyermodel,-4,4) != ".psk")
205                 return FallbackPlayerModel;
206         // forbid the LOD models
207         if(substring(plyermodel, -9,5) == "_lod1")
208                 return FallbackPlayerModel;
209         if(substring(plyermodel, -9,5) == "_lod2")
210                 return FallbackPlayerModel;
211         if(plyermodel != strtolower(plyermodel))
212                 return FallbackPlayerModel;
213         // also, restrict to server models
214         if(autocvar_sv_servermodelsonly)
215         {
216                 if(!fexists(plyermodel))
217                         return FallbackPlayerModel;
218         }
219         return plyermodel;
220 }
221
222 void setplayermodel(entity e, string modelname)
223 {
224         precache_model(modelname);
225         _setmodel(e, modelname);
226         player_setupanimsformodel(e);
227         if(!autocvar_g_debug_globalsounds)
228                 UpdatePlayerSounds(e);
229 }
230
231 /** putting a client as observer in the server */
232 void PutObserverInServer(entity this)
233 {
234     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
235         PlayerState_detach(this);
236
237         if (IS_PLAYER(this))
238         {
239                 if(GetResource(this, RES_HEALTH) >= 1)
240                 {
241                         // despawn effect
242                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
243                 }
244
245                 // was a player, recount votes and ready status
246                 if(IS_REAL_CLIENT(this))
247                 {
248                         if (vote_called) { VoteCount(false); }
249                         ReadyCount();
250                 }
251     }
252
253     {
254         entity spot = SelectSpawnPoint(this, true);
255         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
256         this.angles = vec2(spot.angles);
257         this.fixangle = true;
258         // offset it so that the spectator spawns higher off the ground, looks better this way
259         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
260         if (IS_REAL_CLIENT(this))
261         {
262             msg_entity = this;
263             WriteByte(MSG_ONE, SVC_SETVIEW);
264             WriteEntity(MSG_ONE, this);
265         }
266         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
267         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
268         if(!autocvar_g_debug_globalsounds)
269         {
270                 // needed for player sounds
271                 this.model = "";
272                 FixPlayermodel(this);
273         }
274         setmodel(this, MDL_Null);
275         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
276         this.view_ofs = '0 0 0';
277     }
278
279     RemoveGrapplingHooks(this);
280         Portal_ClearAll(this);
281         Unfreeze(this, false);
282         SetSpectatee(this, NULL);
283
284         if (this.alivetime)
285         {
286                 if (!warmup_stage)
287                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
288                 this.alivetime = 0;
289         }
290
291         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
292
293         WaypointSprite_PlayerDead(this);
294
295         if (CS(this).killcount != FRAGS_SPECTATOR)
296         {
297                 if(!game_stopped)
298                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
299                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
300         }
301
302         accuracy_resend(this);
303
304         CS(this).spectatortime = time;
305         if(this.bot_attack)
306                 IL_REMOVE(g_bot_targets, this);
307         this.bot_attack = false;
308         if(this.monster_attack)
309                 IL_REMOVE(g_monster_targets, this);
310         this.monster_attack = false;
311     STAT(HUD, this) = HUD_NORMAL;
312         TRANSMUTE(Observer, this);
313         this.iscreature = false;
314         this.teleportable = TELEPORT_SIMPLE;
315         if(this.damagedbycontents)
316                 IL_REMOVE(g_damagedbycontents, this);
317         this.damagedbycontents = false;
318         SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
319         SetSpectatee_status(this, etof(this));
320         this.takedamage = DAMAGE_NO;
321         this.solid = SOLID_NOT;
322         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
323         this.flags = FL_CLIENT | FL_NOTARGET;
324         this.effects = 0;
325         SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
326         this.pauserotarmor_finished = 0;
327         this.pauserothealth_finished = 0;
328         this.pauseregen_finished = 0;
329         this.damageforcescale = 0;
330         this.death_time = 0;
331         this.respawn_flags = 0;
332         this.respawn_time = 0;
333         STAT(RESPAWN_TIME, this) = 0;
334         this.alpha = 0;
335         this.scale = 0;
336         this.fade_time = 0;
337         this.pain_frame = 0;
338         this.pain_finished = 0;
339         STAT(STRENGTH_FINISHED, this) = 0;
340         STAT(INVINCIBLE_FINISHED, this) = 0;
341         STAT(SUPERWEAPONS_FINISHED, this) = 0;
342         this.air_finished = 0;
343         //this.dphitcontentsmask = 0;
344         this.dphitcontentsmask = DPCONTENTS_SOLID;
345         if (autocvar_g_playerclip_collisions)
346                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
347         this.pushltime = 0;
348         this.istypefrag = 0;
349         setthink(this, func_null);
350         this.nextthink = 0;
351         this.deadflag = DEAD_NO;
352         this.crouch = false;
353         STAT(REVIVE_PROGRESS, this) = 0;
354         this.revival_time = 0;
355         this.draggable = drag_undraggable;
356
357         this.items = 0;
358         STAT(WEAPONS, this) = '0 0 0';
359         this.drawonlytoclient = this;
360
361         this.viewloc = NULL;
362
363         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
364
365         this.weaponmodel = "";
366         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
367         {
368                 this.weaponentities[slot] = NULL;
369         }
370         this.exteriorweaponentity = NULL;
371         CS(this).killcount = FRAGS_SPECTATOR;
372         this.velocity = '0 0 0';
373         this.avelocity = '0 0 0';
374         this.punchangle = '0 0 0';
375         this.punchvector = '0 0 0';
376         this.oldvelocity = this.velocity;
377         this.fire_endtime = -1;
378         this.event_damage = func_null;
379         this.event_heal = func_null;
380
381         for(int slot = 0; slot < MAX_AXH; ++slot)
382         {
383                 entity axh = this.(AuxiliaryXhair[slot]);
384                 this.(AuxiliaryXhair[slot]) = NULL;
385
386                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
387                         delete(axh);
388         }
389
390         if (mutator_returnvalue)
391         {
392                 // mutator prevents resetting teams+score
393         }
394         else
395         {
396                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
397                 this.frags = FRAGS_SPECTATOR;
398         }
399         if (CS(this).just_joined)
400                 CS(this).just_joined = false;
401 }
402
403 int player_getspecies(entity this)
404 {
405         get_model_parameters(this.model, this.skin);
406         int s = get_model_parameters_species;
407         get_model_parameters(string_null, 0);
408         if (s < 0) return SPECIES_HUMAN;
409         return s;
410 }
411
412 .float model_randomizer;
413 void FixPlayermodel(entity player)
414 {
415         string defaultmodel = "";
416         int defaultskin = 0;
417         if(autocvar_sv_defaultcharacter)
418         {
419                 if(teamplay)
420                 {
421                         switch(player.team)
422                         {
423                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
424                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
425                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
426                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
427                         }
428                 }
429
430                 if(defaultmodel == "")
431                 {
432                         defaultmodel = autocvar_sv_defaultplayermodel;
433                         defaultskin = autocvar_sv_defaultplayerskin;
434                 }
435
436                 int n = tokenize_console(defaultmodel);
437                 if(n > 0)
438                 {
439                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
440                         // However, do NOT randomize if the player-selected model is in the list.
441                         for (int i = 0; i < n; ++i)
442                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
443                                         defaultmodel = argv(i);
444                 }
445
446                 int i = strstrofs(defaultmodel, ":", 0);
447                 if(i >= 0)
448                 {
449                         defaultskin = stof(substring(defaultmodel, i+1, -1));
450                         defaultmodel = substring(defaultmodel, 0, i);
451                 }
452         }
453         if(autocvar_sv_defaultcharacterskin && !defaultskin)
454         {
455                 if(teamplay)
456                 {
457                         switch(player.team)
458                         {
459                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
460                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
461                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
462                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
463                         }
464                 }
465
466                 if(!defaultskin)
467                         defaultskin = autocvar_sv_defaultplayerskin;
468         }
469
470         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
471         defaultmodel = M_ARGV(0, string);
472         defaultskin = M_ARGV(1, int);
473
474         bool chmdl = false;
475         int oldskin;
476         if(defaultmodel != "")
477         {
478                 if (defaultmodel != player.model)
479                 {
480                         vector m1 = player.mins;
481                         vector m2 = player.maxs;
482                         setplayermodel (player, defaultmodel);
483                         setsize (player, m1, m2);
484                         chmdl = true;
485                 }
486
487                 oldskin = player.skin;
488                 player.skin = defaultskin;
489         } else {
490                 if (player.playermodel != player.model || player.playermodel == "")
491                 {
492                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
493                         vector m1 = player.mins;
494                         vector m2 = player.maxs;
495                         setplayermodel (player, player.playermodel);
496                         setsize (player, m1, m2);
497                         chmdl = true;
498                 }
499
500                 if(!autocvar_sv_defaultcharacterskin)
501                 {
502                         oldskin = player.skin;
503                         player.skin = stof(player.playerskin);
504                 }
505                 else
506                 {
507                         oldskin = player.skin;
508                         player.skin = defaultskin;
509                 }
510         }
511
512         if(chmdl || oldskin != player.skin) // model or skin has changed
513         {
514                 player.species = player_getspecies(player); // update species
515                 if(!autocvar_g_debug_globalsounds)
516                         UpdatePlayerSounds(player); // update skin sounds
517         }
518
519         if(!teamplay)
520                 if(strlen(autocvar_sv_defaultplayercolors))
521                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
522                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
523 }
524
525 void PutPlayerInServer(entity this)
526 {
527         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
528
529         PlayerState_attach(this);
530         accuracy_resend(this);
531
532         if (this.team < 0)
533                 TeamBalance_JoinBestTeam(this);
534
535         entity spot = SelectSpawnPoint(this, false);
536         if (!spot) {
537                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
538                 return; // spawn failed
539         }
540
541         TRANSMUTE(Player, this);
542
543         CS(this).wasplayer = true;
544         this.iscreature = true;
545         this.teleportable = TELEPORT_NORMAL;
546         if(!this.damagedbycontents)
547                 IL_PUSH(g_damagedbycontents, this);
548         this.damagedbycontents = true;
549         set_movetype(this, MOVETYPE_WALK);
550         this.solid = SOLID_SLIDEBOX;
551         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
552         if (autocvar_g_playerclip_collisions)
553                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
554         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
555                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
556         this.frags = FRAGS_PLAYER;
557         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
558         this.flags = FL_CLIENT | FL_PICKUPITEMS;
559         if (autocvar__notarget)
560                 this.flags |= FL_NOTARGET;
561         this.takedamage = DAMAGE_AIM;
562         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
563
564         if (warmup_stage) {
565                 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
566                 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
567                 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
568                 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
569                 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
570                 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
571                 SetResource(this, RES_HEALTH, warmup_start_health);
572                 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
573                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
574         } else {
575                 SetResource(this, RES_SHELLS, start_ammo_shells);
576                 SetResource(this, RES_BULLETS, start_ammo_nails);
577                 SetResource(this, RES_ROCKETS, start_ammo_rockets);
578                 SetResource(this, RES_CELLS, start_ammo_cells);
579                 SetResource(this, RES_PLASMA, start_ammo_plasma);
580                 SetResource(this, RES_FUEL, start_ammo_fuel);
581                 SetResource(this, RES_HEALTH, start_health);
582                 SetResource(this, RES_ARMOR, start_armorvalue);
583                 STAT(WEAPONS, this) = start_weapons;
584                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
585                 {
586                         GiveRandomWeapons(this, random_start_weapons_count,
587                                 autocvar_g_random_start_weapons, random_start_ammo);
588                 }
589         }
590         SetSpectatee_status(this, 0);
591
592         PS(this).dual_weapons = '0 0 0';
593
594         STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
595
596         this.items = start_items;
597
598         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
599         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
600         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
601         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
602         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
603         if (!sv_ready_restart_after_countdown && time < game_starttime)
604         {
605                 float f = game_starttime - time;
606                 this.spawnshieldtime += f;
607                 this.pauserotarmor_finished += f;
608                 this.pauserothealth_finished += f;
609                 this.pauseregen_finished += f;
610         }
611
612         this.damageforcescale = autocvar_g_player_damageforcescale;
613         this.death_time = 0;
614         this.respawn_flags = 0;
615         this.respawn_time = 0;
616         STAT(RESPAWN_TIME, this) = 0;
617         bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
618         this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
619         this.fade_time = 0;
620         this.pain_frame = 0;
621         this.pain_finished = 0;
622         this.pushltime = 0;
623         setthink(this, func_null); // players have no think function
624         this.nextthink = 0;
625         this.dmg_team = 0;
626         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
627
628         this.deadflag = DEAD_NO;
629
630         this.angles = spot.angles;
631         this.angles_z = 0; // never spawn tilted even if the spot says to
632         if (IS_BOT_CLIENT(this))
633         {
634                 this.v_angle = this.angles;
635                 bot_aim_reset(this);
636         }
637         this.fixangle = true; // turn this way immediately
638         this.oldvelocity = this.velocity = '0 0 0';
639         this.avelocity = '0 0 0';
640         this.punchangle = '0 0 0';
641         this.punchvector = '0 0 0';
642
643         STAT(STRENGTH_FINISHED, this) = 0;
644         STAT(INVINCIBLE_FINISHED, this) = 0;
645         this.fire_endtime = -1;
646         STAT(REVIVE_PROGRESS, this) = 0;
647         this.revival_time = 0;
648
649         // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
650         STAT(BUFFS, this) = 0;
651         STAT(BUFF_TIME, this) = 0;
652
653         this.air_finished = 0;
654         this.waterlevel = WATERLEVEL_NONE;
655         this.watertype = CONTENT_EMPTY;
656
657         entity spawnevent = new_pure(spawnevent);
658         spawnevent.owner = this;
659         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
660
661         // Cut off any still running player sounds.
662         stopsound(this, CH_PLAYER_SINGLE);
663
664         this.model = "";
665         FixPlayermodel(this);
666         this.drawonlytoclient = NULL;
667
668         this.viewloc = NULL;
669
670         for(int slot = 0; slot < MAX_AXH; ++slot)
671         {
672                 entity axh = this.(AuxiliaryXhair[slot]);
673                 this.(AuxiliaryXhair[slot]) = NULL;
674
675                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
676                         delete(axh);
677         }
678
679         this.spawnpoint_targ = NULL;
680
681         this.crouch = false;
682         this.view_ofs = STAT(PL_VIEW_OFS, this);
683         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
684         this.spawnorigin = spot.origin;
685         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
686         // don't reset back to last position, even if new position is stuck in solid
687         this.oldorigin = this.origin;
688         if(this.conveyor)
689                 IL_REMOVE(g_conveyed, this);
690         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
691         if(this.swampslug)
692                 IL_REMOVE(g_swamped, this);
693         this.swampslug = NULL;
694         this.swamp_interval = 0;
695         if(this.ladder_entity)
696                 IL_REMOVE(g_ladderents, this);
697         this.ladder_entity = NULL;
698         IL_EACH(g_counters, it.realowner == this,
699         {
700                 delete(it);
701         });
702         STAT(HUD, this) = HUD_NORMAL;
703
704         this.event_damage = PlayerDamage;
705         this.event_heal = PlayerHeal;
706
707         this.draggable = func_null;
708
709         if(!this.bot_attack)
710                 IL_PUSH(g_bot_targets, this);
711         this.bot_attack = true;
712         if(!this.monster_attack)
713                 IL_PUSH(g_monster_targets, this);
714         this.monster_attack = true;
715         navigation_dynamicgoal_init(this, false);
716
717         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
718
719         // player was spectator
720         if (CS(this).killcount == FRAGS_SPECTATOR) {
721                 PlayerScore_Clear(this);
722                 CS(this).killcount = 0;
723                 CS(this).startplaytime = time;
724         }
725
726         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
727         {
728                 .entity weaponentity = weaponentities[slot];
729                 CL_SpawnWeaponentity(this, weaponentity);
730         }
731         this.alpha = default_player_alpha;
732         this.colormod = '1 1 1' * autocvar_g_player_brightness;
733         this.exteriorweaponentity.alpha = default_weapon_alpha;
734
735         this.speedrunning = false;
736
737         this.counter_cnt = 0;
738         this.fragsfilter_cnt = 0;
739
740         target_voicescript_clear(this);
741
742         // reset fields the weapons may use
743         FOREACH(Weapons, true, {
744                 it.wr_resetplayer(it, this);
745                         // reload all reloadable weapons
746                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
747                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
748                         {
749                                 .entity weaponentity = weaponentities[slot];
750                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
751                         }
752                 }
753         });
754
755         {
756                 string s = spot.target;
757                 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
758                         spot.target = string_null;
759                 SUB_UseTargets(spot, this, NULL);
760                 if(g_assault || g_race)
761                         spot.target = s;
762         }
763
764         Unfreeze(this, false);
765
766         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
767
768         if (autocvar_spawn_debug)
769         {
770                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
771                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
772         }
773
774         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
775         {
776                 .entity weaponentity = weaponentities[slot];
777                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
778                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
779                 else
780                         this.(weaponentity).m_switchweapon = WEP_Null;
781                 this.(weaponentity).m_weapon = WEP_Null;
782                 this.(weaponentity).weaponname = "";
783                 this.(weaponentity).m_switchingweapon = WEP_Null;
784                 this.(weaponentity).cnt = -1;
785         }
786
787         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
788
789         if (CS(this).impulse) ImpulseCommands(this);
790
791         W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
792         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
793         {
794                 .entity weaponentity = weaponentities[slot];
795                 W_WeaponFrame(this, weaponentity);
796         }
797
798         if (!warmup_stage && !this.alivetime)
799                 this.alivetime = time;
800
801         antilag_clear(this, CS(this));
802 }
803
804 /** Called when a client spawns in the server */
805 void PutClientInServer(entity this)
806 {
807         if (IS_BOT_CLIENT(this)) {
808                 TRANSMUTE(Player, this);
809         } else if (IS_REAL_CLIENT(this)) {
810                 msg_entity = this;
811                 WriteByte(MSG_ONE, SVC_SETVIEW);
812                 WriteEntity(MSG_ONE, this);
813         }
814         if (game_stopped)
815                 TRANSMUTE(Observer, this);
816
817         SetSpectatee(this, NULL);
818
819         // reset player keys
820         if(PS(this))
821                 PS(this).itemkeys = 0;
822
823         MUTATOR_CALLHOOK(PutClientInServer, this);
824
825         if (IS_OBSERVER(this)) {
826                 PutObserverInServer(this);
827         } else if (IS_PLAYER(this)) {
828                 PutPlayerInServer(this);
829         }
830 }
831
832 // TODO do we need all these fields, or should we stop autodetecting runtime
833 // changes and just have a console command to update this?
834 bool ClientInit_SendEntity(entity this, entity to, int sf)
835 {
836         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
837         return = true;
838         msg_entity = to;
839         // MSG_INIT replacement
840         // TODO: make easier to use
841         Registry_send_all();
842         W_PROP_reload(MSG_ONE, to);
843         ClientInit_misc(this);
844         MUTATOR_CALLHOOK(Ent_Init);
845 }
846 void ClientInit_misc(entity this)
847 {
848         int channel = MSG_ONE;
849         WriteHeader(channel, ENT_CLIENT_INIT);
850         WriteByte(channel, g_nexball_meter_period * 32);
851         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
852         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
853         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
854         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
855         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
856         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
857         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
858         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
859
860         if(sv_foginterval && world.fog != "")
861                 WriteString(channel, world.fog);
862         else
863                 WriteString(channel, "");
864         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
865         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
866         WriteByte(channel, serverflags);
867         WriteCoord(channel, autocvar_g_trueaim_minrange);
868 }
869
870 void ClientInit_CheckUpdate(entity this)
871 {
872         this.nextthink = time;
873         if(this.count != autocvar_g_balance_armor_blockpercent)
874         {
875                 this.count = autocvar_g_balance_armor_blockpercent;
876                 this.SendFlags |= 1;
877         }
878         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
879         {
880                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
881                 this.SendFlags |= 1;
882         }
883 }
884
885 void ClientInit_Spawn()
886 {
887         entity e = new_pure(clientinit);
888         setthink(e, ClientInit_CheckUpdate);
889         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
890
891         ClientInit_CheckUpdate(e);
892 }
893
894 /*
895 =============
896 SetNewParms
897 =============
898 */
899 void SetNewParms ()
900 {
901         // initialize parms for a new player
902         parm1 = -(86400 * 366);
903
904         MUTATOR_CALLHOOK(SetNewParms);
905 }
906
907 /*
908 =============
909 SetChangeParms
910 =============
911 */
912 void SetChangeParms (entity this)
913 {
914         // save parms for level change
915         parm1 = CS(this).parm_idlesince - time;
916
917         MUTATOR_CALLHOOK(SetChangeParms);
918 }
919
920 /*
921 =============
922 DecodeLevelParms
923 =============
924 */
925 void DecodeLevelParms(entity this)
926 {
927         // load parms
928         CS(this).parm_idlesince = parm1;
929         if (CS(this).parm_idlesince == -(86400 * 366))
930                 CS(this).parm_idlesince = time;
931
932         // whatever happens, allow 60 seconds of idling directly after connect for map loading
933         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
934
935         MUTATOR_CALLHOOK(DecodeLevelParms);
936 }
937
938 void FixClientCvars(entity e)
939 {
940         // send prediction settings to the client
941         stuffcmd(e, "\nin_bindmap 0 0\n");
942         if(autocvar_g_antilag == 3) // client side hitscan
943                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
944         if(autocvar_sv_gentle)
945                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
946
947         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
948         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
949
950         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
951
952         MUTATOR_CALLHOOK(FixClientCvars, e);
953 }
954
955 bool findinlist_abbrev(string tofind, string list)
956 {
957         if(list == "" || tofind == "")
958                 return false; // empty list or search, just return
959
960         // this function allows abbreviated strings!
961         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
962         {
963                 return true;
964         });
965
966         return false;
967 }
968
969 bool PlayerInIPList(entity p, string iplist)
970 {
971         // some safety checks (never allow local?)
972         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
973                 return false;
974
975         return findinlist_abbrev(p.netaddress, iplist);
976 }
977
978 bool PlayerInIDList(entity p, string idlist)
979 {
980         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
981         if(!p.crypto_idfp)
982                 return false;
983
984         return findinlist_abbrev(p.crypto_idfp, idlist);
985 }
986
987 bool PlayerInList(entity player, string list)
988 {
989         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
990 }
991
992 #ifdef DP_EXT_PRECONNECT
993 /*
994 =============
995 ClientPreConnect
996
997 Called once (not at each match start) when a client begins a connection to the server
998 =============
999 */
1000 void ClientPreConnect(entity this)
1001 {
1002         if(autocvar_sv_eventlog)
1003         {
1004                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1005                         this.playerid,
1006                         etof(this),
1007                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1008                 ));
1009         }
1010 }
1011 #endif
1012
1013 string GetClientVersionMessage(entity this)
1014 {
1015         if (CS(this).version_mismatch) {
1016                 if(CS(this).version < autocvar_gameversion) {
1017                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1018                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1019                 } else {
1020                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1021                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1022                 }
1023         } else {
1024                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1025         }
1026 }
1027
1028 string getwelcomemessage(entity this)
1029 {
1030         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1031         string modifications = M_ARGV(0, string);
1032
1033         if(g_weaponarena)
1034         {
1035                 if(g_weaponarena_random)
1036                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1037                 else
1038                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1039         }
1040         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1041                 modifications = strcat(modifications, ", No start weapons");
1042         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1043                 modifications = strcat(modifications, ", Low gravity");
1044         if(g_weapon_stay && !g_cts)
1045                 modifications = strcat(modifications, ", Weapons stay");
1046         if(g_jetpack)
1047                 modifications = strcat(modifications, ", Jet pack");
1048         if(autocvar_g_powerups == 0)
1049                 modifications = strcat(modifications, ", No powerups");
1050         if(autocvar_g_powerups > 0)
1051                 modifications = strcat(modifications, ", Powerups");
1052         modifications = substring(modifications, 2, strlen(modifications) - 2);
1053
1054         string versionmessage = GetClientVersionMessage(this);
1055         string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1056
1057         s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1058
1059         if(modifications != "")
1060                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1061
1062         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1063         {
1064                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1065                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1066         }
1067
1068         if (cache_mutatormsg != "") {
1069                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1070         }
1071
1072         string mutator_msg = "";
1073         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1074         mutator_msg = M_ARGV(0, string);
1075
1076         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1077
1078         string motd = autocvar_sv_motd;
1079         if (motd != "") {
1080                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1081         }
1082         return s;
1083 }
1084
1085 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1086
1087 /**
1088 =============
1089 ClientConnect
1090
1091 Called when a client connects to the server
1092 =============
1093 */
1094 void ClientConnect(entity this)
1095 {
1096         if (Ban_MaybeEnforceBanOnce(this)) return;
1097         assert(!IS_CLIENT(this), return);
1098         this.flags |= FL_CLIENT;
1099         assert(player_count >= 0, player_count = 0);
1100
1101 #ifdef WATERMARK
1102         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1103 #endif
1104         TRANSMUTE(Client, this);
1105         CS(this).version_nagtime = time + 10 + random() * 10;
1106
1107         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1108
1109         bot_clientconnect(this);
1110
1111         Player_DetermineForcedTeam(this);
1112
1113         TRANSMUTE(Observer, this);
1114
1115         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1116
1117         // always track bots, don't ask for cl_allow_uidtracking
1118         if (IS_BOT_CLIENT(this))
1119                 PlayerStats_GameReport_AddPlayer(this);
1120         else
1121                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1122
1123         if (autocvar_sv_eventlog)
1124                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1125
1126         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1127
1128         stuffcmd(this, clientstuff, "\n");
1129         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1130
1131         FixClientCvars(this);
1132
1133         // get version info from player
1134         stuffcmd(this, "cmd clientversion $gameversion\n");
1135
1136         // notify about available teams
1137         if (teamplay)
1138         {
1139                 entity balance = TeamBalance_CheckAllowedTeams(this);
1140                 int t = TeamBalance_GetAllowedTeams(balance);
1141                 TeamBalance_Destroy(balance);
1142                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1143         }
1144         else
1145         {
1146                 stuffcmd(this, "set _teams_available 0\n");
1147         }
1148
1149         bot_relinkplayerlist();
1150
1151         CS(this).spectatortime = time;
1152         if (blockSpectators)
1153         {
1154                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1155         }
1156
1157         CS(this).jointime = time;
1158
1159         if (IS_REAL_CLIENT(this))
1160         {
1161                 if (g_weaponarena_weapons == WEPSET(TUBA))
1162                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1163         }
1164
1165         if (!sv_foginterval && world.fog != "")
1166                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1167
1168         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1169                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1170                         send_CSQC_teamnagger();
1171
1172         CSQCMODEL_AUTOINIT(this);
1173
1174         CS(this).model_randomizer = random();
1175
1176         if (IS_REAL_CLIENT(this))
1177                 sv_notice_join(this);
1178
1179         this.move_qcphysics = autocvar_sv_qcphysics;
1180
1181         // update physics stats (players can spawn before physics runs)
1182         Physics_UpdateStats(this);
1183
1184         IL_EACH(g_initforplayer, it.init_for_player, {
1185                 it.init_for_player(it, this);
1186         });
1187
1188         Handicap_Initialize(this);
1189
1190         MUTATOR_CALLHOOK(ClientConnect, this);
1191
1192         if (IS_REAL_CLIENT(this))
1193         {
1194                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1195                 {
1196                         CS(this).motd_actived_time = -1;
1197                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1198                 }
1199         }
1200 }
1201 /*
1202 =============
1203 ClientDisconnect
1204
1205 Called when a client disconnects from the server
1206 =============
1207 */
1208 .entity chatbubbleentity;
1209 void ClientDisconnect(entity this)
1210 {
1211         assert(IS_CLIENT(this), return);
1212
1213         PlayerStats_GameReport_FinalizePlayer(this);
1214         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1215         if (CS(this).active_minigame) part_minigame(this);
1216         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1217
1218         if (autocvar_sv_eventlog)
1219                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1220
1221         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1222
1223         if(IS_SPEC(this))
1224                 SetSpectatee(this, NULL);
1225
1226     MUTATOR_CALLHOOK(ClientDisconnect, this);
1227
1228         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1229         strfree(CS(this).weaponorder_byimpulse);
1230         ClientState_detach(this);
1231
1232         Portal_ClearAll(this);
1233
1234         Unfreeze(this, false);
1235
1236         RemoveGrapplingHooks(this);
1237
1238         // Here, everything has been done that requires this player to be a client.
1239
1240         this.flags &= ~FL_CLIENT;
1241
1242         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1243         if (this.killindicator) delete(this.killindicator);
1244
1245         IL_EACH(g_counters, it.realowner == this,
1246         {
1247                 delete(it);
1248         });
1249
1250         WaypointSprite_PlayerGone(this);
1251
1252         bot_relinkplayerlist();
1253
1254         strfree(this.clientstatus);
1255         if (this.personal) delete(this.personal);
1256
1257         this.playerid = 0;
1258         ReadyCount();
1259         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1260
1261         ONREMOVE(this);
1262 }
1263
1264 void ChatBubbleThink(entity this)
1265 {
1266         this.nextthink = time;
1267         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1268         {
1269                 if(this.owner) // but why can that ever be NULL?
1270                         this.owner.chatbubbleentity = NULL;
1271                 delete(this);
1272                 return;
1273         }
1274
1275         this.mdl = "";
1276
1277         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1278         {
1279                 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1280                         this.mdl = "models/sprites/minigame_busy.iqm";
1281                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1282                         this.mdl = "models/misc/chatbubble.spr";
1283         }
1284
1285         if ( this.model != this.mdl )
1286                 _setmodel(this, this.mdl);
1287
1288 }
1289
1290 void UpdateChatBubble(entity this)
1291 {
1292         if (this.alpha < 0)
1293                 return;
1294         // spawn a chatbubble entity if needed
1295         if (!this.chatbubbleentity)
1296         {
1297                 this.chatbubbleentity = new(chatbubbleentity);
1298                 this.chatbubbleentity.owner = this;
1299                 this.chatbubbleentity.exteriormodeltoclient = this;
1300                 setthink(this.chatbubbleentity, ChatBubbleThink);
1301                 this.chatbubbleentity.nextthink = time;
1302                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1303                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1304                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1305                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1306                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1307                 //this.chatbubbleentity.model = "";
1308                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1309         }
1310 }
1311
1312
1313 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1314 // added to the model skins
1315 /*void UpdateColorModHack()
1316 {
1317         float c;
1318         c = this.clientcolors & 15;
1319         // LordHavoc: only bothering to support white, green, red, yellow, blue
1320              if (!teamplay) this.colormod = '0 0 0';
1321         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1322         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1323         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1324         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1325         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1326         else this.colormod = '1 1 1';
1327 }*/
1328
1329 void respawn(entity this)
1330 {
1331         bool damagedbycontents_prev = this.damagedbycontents;
1332         if(this.alpha >= 0)
1333         {
1334                 if(autocvar_g_respawn_ghosts)
1335                 {
1336                         this.solid = SOLID_NOT;
1337                         this.takedamage = DAMAGE_NO;
1338                         this.damagedbycontents = false;
1339                         set_movetype(this, MOVETYPE_FLY);
1340                         this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1341                         this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1342                         this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1343                         this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1344                         Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1345                         if(autocvar_g_respawn_ghosts_time > 0)
1346                                 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1347                 }
1348                 else
1349                         SUB_SetFade (this, time, 1); // fade out the corpse immediately
1350         }
1351
1352         CopyBody(this, 1);
1353         this.damagedbycontents = damagedbycontents_prev;
1354
1355         this.effects |= EF_NODRAW; // prevent another CopyBody
1356         PutClientInServer(this);
1357 }
1358
1359 ERASEABLE
1360 void PrintToChat(entity client, string text)
1361 {
1362         text = strcat("\{1}^7", text, "\n");
1363         sprint(client, text);
1364 }
1365
1366 ERASEABLE
1367 void DebugPrintToChat(entity client, string text)
1368 {
1369         if (autocvar_developer > 0)
1370         {
1371                 PrintToChat(client, text);
1372         }
1373 }
1374
1375 ERASEABLE
1376 void PrintToChatAll(string text)
1377 {
1378         text = strcat("\{1}^7", text, "\n");
1379         bprint(text);
1380 }
1381
1382 ERASEABLE
1383 void DebugPrintToChatAll(string text)
1384 {
1385         if (autocvar_developer > 0)
1386         {
1387                 PrintToChatAll(text);
1388         }
1389 }
1390
1391 ERASEABLE
1392 void PrintToChatTeam(int team_num, string text)
1393 {
1394         text = strcat("\{1}^7", text, "\n");
1395         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1396         {
1397                 if (it.team == team_num)
1398                 {
1399                         sprint(it, text);
1400                 }
1401         });
1402 }
1403
1404 ERASEABLE
1405 void DebugPrintToChatTeam(int team_num, string text)
1406 {
1407         if (autocvar_developer > 0)
1408         {
1409                 PrintToChatTeam(team_num, text);
1410         }
1411 }
1412
1413 void play_countdown(entity this, float finished, Sound samp)
1414 {
1415         TC(Sound, samp);
1416         if(IS_REAL_CLIENT(this))
1417                 if(floor(finished - time - frametime) != floor(finished - time))
1418                         if(finished - time < 6)
1419                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1420 }
1421
1422 void player_powerups(entity this)
1423 {
1424         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1425                 this.modelflags |= MF_ROCKET;
1426         else
1427                 this.modelflags &= ~MF_ROCKET;
1428
1429         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1430
1431         if (IS_DEAD(this))
1432         {
1433                 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1434                 {
1435                         sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1436                         stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1437                         this.items &= ~ITEM_Strength.m_itemid;
1438                         this.items &= ~ITEM_Shield.m_itemid;
1439                         this.items -= (this.items & IT_SUPERWEAPON);
1440                 }
1441         }
1442
1443         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1444                 return;
1445
1446         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1447         int items_prev = this.items;
1448
1449         Fire_ApplyDamage(this);
1450         Fire_ApplyEffect(this);
1451
1452         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1453         {
1454                 if (this.items & ITEM_Strength.m_itemid)
1455                 {
1456                         play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1457                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1458                         if (time > STAT(STRENGTH_FINISHED, this))
1459                         {
1460                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1461                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1462                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1463                         }
1464                 }
1465                 else
1466                 {
1467                         if (time < STAT(STRENGTH_FINISHED, this))
1468                         {
1469                                 this.items = this.items | ITEM_Strength.m_itemid;
1470                                 if(!g_cts)
1471                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1472                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1473                         }
1474                 }
1475                 if (this.items & ITEM_Shield.m_itemid)
1476                 {
1477                         play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1478                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1479                         if (time > STAT(INVINCIBLE_FINISHED, this))
1480                         {
1481                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1482                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1483                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1484                         }
1485                 }
1486                 else
1487                 {
1488                         if (time < STAT(INVINCIBLE_FINISHED, this))
1489                         {
1490                                 this.items = this.items | ITEM_Shield.m_itemid;
1491                                 if(!g_cts)
1492                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1493                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1494                         }
1495                 }
1496                 if (this.items & IT_SUPERWEAPON)
1497                 {
1498                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1499                         {
1500                                 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1501                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1502                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1503                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1504                         }
1505                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1506                         {
1507                                 // don't let them run out
1508                         }
1509                         else
1510                         {
1511                                 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1512                                 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1513                                 {
1514                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1515                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1516                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1517                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1518                                 }
1519                         }
1520                 }
1521                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1522                 {
1523                         if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1524                         {
1525                                 this.items = this.items | IT_SUPERWEAPON;
1526                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1527                                 {
1528                                         if(!g_cts)
1529                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1530                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1531                                 }
1532                         }
1533                         else
1534                         {
1535                                 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1536                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1537                         }
1538                 }
1539                 else
1540                 {
1541                         STAT(SUPERWEAPONS_FINISHED, this) = 0;
1542                 }
1543         }
1544
1545         if(autocvar_g_nodepthtestplayers)
1546                 this.effects = this.effects | EF_NODEPTHTEST;
1547
1548         if(autocvar_g_fullbrightplayers)
1549                 this.effects = this.effects | EF_FULLBRIGHT;
1550
1551         if (time >= game_starttime)
1552         if (time < this.spawnshieldtime)
1553                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1554
1555         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1556 }
1557
1558 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1559 {
1560         if(current > stable)
1561                 return current;
1562         else if(current > stable - 0.25) // when close enough, "snap"
1563                 return stable;
1564         else
1565                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1566 }
1567
1568 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1569 {
1570         if(current < stable)
1571                 return current;
1572         else if(current < stable + 0.25) // when close enough, "snap"
1573                 return stable;
1574         else
1575                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1576 }
1577
1578 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1579 {
1580         float old = GetResource(this, res);
1581         float current = old;
1582         if(current > rotstable)
1583         {
1584                 if(rotframetime > 0)
1585                 {
1586                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1587                         current = max(rotstable, current - rotlinear * rotframetime);
1588                 }
1589         }
1590         else if(current < regenstable)
1591         {
1592                 if(regenframetime > 0)
1593                 {
1594                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1595                         current = min(regenstable, current + regenlinear * regenframetime);
1596                 }
1597         }
1598
1599         float limit = GetResourceLimit(this, res) * limit_mod;
1600         if(current > limit)
1601                 current = limit;
1602
1603         if (current != old)
1604                 SetResource(this, res, current);
1605 }
1606
1607 void player_regen(entity this)
1608 {
1609         float max_mod, regen_mod, rot_mod, limit_mod;
1610         max_mod = regen_mod = rot_mod = limit_mod = 1;
1611
1612         float regen_health = autocvar_g_balance_health_regen;
1613         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1614         float regen_health_rot = autocvar_g_balance_health_rot;
1615         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1616         float regen_health_stable = autocvar_g_balance_health_regenstable;
1617         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1618         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1619                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1620         max_mod = M_ARGV(1, float);
1621         regen_mod = M_ARGV(2, float);
1622         rot_mod = M_ARGV(3, float);
1623         limit_mod = M_ARGV(4, float);
1624         regen_health = M_ARGV(5, float);
1625         regen_health_linear = M_ARGV(6, float);
1626         regen_health_rot = M_ARGV(7, float);
1627         regen_health_rotlinear = M_ARGV(8, float);
1628         regen_health_stable = M_ARGV(9, float);
1629         regen_health_rotstable = M_ARGV(10, float);
1630
1631         if(!mutator_returnvalue)
1632         if(!STAT(FROZEN, this))
1633         {
1634                 float maxa = autocvar_g_balance_armor_rotstable;
1635                 float mina = autocvar_g_balance_armor_regenstable;
1636
1637                 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1638                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1639                         rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1640
1641                 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1642                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1643                         rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1644         }
1645
1646         // if player rotted to death...  die!
1647         // check this outside above checks, as player may still be able to rot to death
1648         if(GetResource(this, RES_HEALTH) < 1)
1649         {
1650                 if(this.vehicle)
1651                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1652                 if(this.event_damage)
1653                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1654         }
1655
1656         if (!(this.items & IT_UNLIMITED_AMMO))
1657         {
1658                 float maxf = autocvar_g_balance_fuel_rotstable;
1659                 float minf = autocvar_g_balance_fuel_regenstable;
1660
1661                 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1662                         frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1663                         maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1664         }
1665 }
1666
1667 bool zoomstate_set;
1668 void SetZoomState(entity this, float newzoom)
1669 {
1670         if(newzoom != CS(this).zoomstate)
1671         {
1672                 CS(this).zoomstate = newzoom;
1673                 ClientData_Touch(this);
1674         }
1675         zoomstate_set = true;
1676 }
1677
1678 void GetPressedKeys(entity this)
1679 {
1680         MUTATOR_CALLHOOK(GetPressedKeys, this);
1681         int keys = STAT(PRESSED_KEYS, this);
1682         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1683         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1684         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1685         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1686
1687         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1688         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
1689         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1690         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1691         CS(this).pressedkeys = keys; // store for other users
1692
1693         STAT(PRESSED_KEYS, this) = keys;
1694 }
1695
1696 /*
1697 ======================
1698 spectate mode routines
1699 ======================
1700 */
1701
1702 void SpectateCopy(entity this, entity spectatee)
1703 {
1704         TC(Client, this); TC(Client, spectatee);
1705
1706         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1707         PS(this) = PS(spectatee);
1708         this.armortype = spectatee.armortype;
1709         SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1710         SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1711         SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1712         SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1713         SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1714         SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1715         SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1716         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1717         SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1718         CS(this).impulse = 0;
1719         this.disableclientprediction = 1; // no need to run prediction on a spectator
1720         this.items = spectatee.items;
1721         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1722         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1723         STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1724         STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1725         STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1726         this.air_finished = spectatee.air_finished;
1727         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1728         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1729         this.punchangle = spectatee.punchangle;
1730         this.view_ofs = spectatee.view_ofs;
1731         this.velocity = spectatee.velocity;
1732         this.dmg_take = spectatee.dmg_take;
1733         this.dmg_save = spectatee.dmg_save;
1734         this.dmg_inflictor = spectatee.dmg_inflictor;
1735         this.v_angle = spectatee.v_angle;
1736         this.angles = spectatee.v_angle;
1737         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1738         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1739         this.viewloc = spectatee.viewloc;
1740         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1741                 this.fixangle = true;
1742         setorigin(this, spectatee.origin);
1743         setsize(this, spectatee.mins, spectatee.maxs);
1744         SetZoomState(this, CS(spectatee).zoomstate);
1745
1746     anticheat_spectatecopy(this, spectatee);
1747         STAT(HUD, this) = STAT(HUD, spectatee);
1748         if(spectatee.vehicle)
1749     {
1750         this.angles = spectatee.v_angle;
1751
1752         //this.fixangle = false;
1753         //this.velocity = spectatee.vehicle.velocity;
1754         this.vehicle_health = spectatee.vehicle_health;
1755         this.vehicle_shield = spectatee.vehicle_shield;
1756         this.vehicle_energy = spectatee.vehicle_energy;
1757         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1758         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1759         this.vehicle_reload1 = spectatee.vehicle_reload1;
1760         this.vehicle_reload2 = spectatee.vehicle_reload2;
1761
1762         //msg_entity = this;
1763
1764        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1765             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1766            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1767            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1768
1769         //WriteByte (MSG_ONE, SVC_SETVIEW);
1770         //    WriteEntity(MSG_ONE, this);
1771         //makevectors(spectatee.v_angle);
1772         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1773     }
1774 }
1775
1776 bool SpectateUpdate(entity this)
1777 {
1778         if(!this.enemy)
1779                 return false;
1780
1781         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1782         {
1783                 SetSpectatee(this, NULL);
1784                 return false;
1785         }
1786
1787         SpectateCopy(this, this.enemy);
1788
1789         return true;
1790 }
1791
1792 bool SpectateSet(entity this)
1793 {
1794         if(!IS_PLAYER(this.enemy))
1795                 return false;
1796
1797         ClientData_Touch(this.enemy);
1798
1799         msg_entity = this;
1800         WriteByte(MSG_ONE, SVC_SETVIEW);
1801         WriteEntity(MSG_ONE, this.enemy);
1802         set_movetype(this, MOVETYPE_NONE);
1803         accuracy_resend(this);
1804
1805         if(!SpectateUpdate(this))
1806                 PutObserverInServer(this);
1807
1808         return true;
1809 }
1810
1811 void SetSpectatee_status(entity this, int spectatee_num)
1812 {
1813         int oldspectatee_status = CS(this).spectatee_status;
1814         CS(this).spectatee_status = spectatee_num;
1815
1816         if (CS(this).spectatee_status != oldspectatee_status)
1817         {
1818                 if (STAT(PRESSED_KEYS, this))
1819                 {
1820                         CS(this).pressedkeys = 0;
1821                         STAT(PRESSED_KEYS, this) = 0;
1822                 }
1823                 ClientData_Touch(this);
1824                 if (g_race || g_cts) race_InitSpectator();
1825         }
1826 }
1827
1828 void SetSpectatee(entity this, entity spectatee)
1829 {
1830         if(IS_BOT_CLIENT(this))
1831                 return; // bots abuse .enemy, this code is useless to them
1832
1833         entity old_spectatee = this.enemy;
1834
1835         this.enemy = spectatee;
1836
1837         // WEAPONTODO
1838         // these are required to fix the spectator bug with arc
1839         if(old_spectatee)
1840         {
1841                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1842                 {
1843                         .entity weaponentity = weaponentities[slot];
1844                         if(old_spectatee.(weaponentity).arc_beam)
1845                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1846                 }
1847         }
1848         if(this.enemy)
1849         {
1850                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1851                 {
1852                         .entity weaponentity = weaponentities[slot];
1853                         if(this.enemy.(weaponentity).arc_beam)
1854                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1855                 }
1856         }
1857
1858         if (this.enemy)
1859                 SetSpectatee_status(this, etof(this.enemy));
1860
1861         // needed to update spectator list
1862         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1863 }
1864
1865 bool Spectate(entity this, entity pl)
1866 {
1867         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1868                 return false;
1869         pl = M_ARGV(1, entity);
1870
1871         SetSpectatee(this, pl);
1872         return SpectateSet(this);
1873 }
1874
1875 bool SpectateNext(entity this)
1876 {
1877         entity ent = find(this.enemy, classname, STR_PLAYER);
1878
1879         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1880                 ent = M_ARGV(1, entity);
1881         else if (!ent)
1882                 ent = find(ent, classname, STR_PLAYER);
1883
1884         if(ent) { SetSpectatee(this, ent); }
1885
1886         return SpectateSet(this);
1887 }
1888
1889 bool SpectatePrev(entity this)
1890 {
1891         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1892         entity ent = findchain(classname, STR_PLAYER);
1893         if (!ent) // no player
1894                 return false;
1895
1896         entity first = ent;
1897         // skip players until current spectated player
1898         if(this.enemy)
1899         while(ent && ent != this.enemy)
1900                 ent = ent.chain;
1901
1902         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1903         {
1904                 case MUT_SPECPREV_FOUND:
1905                     ent = M_ARGV(1, entity);
1906                     break;
1907                 case MUT_SPECPREV_RETURN:
1908                     return true;
1909                 case MUT_SPECPREV_CONTINUE:
1910                 default:
1911                 {
1912                         if(ent.chain)
1913                                 ent = ent.chain;
1914                         else
1915                                 ent = first;
1916                         break;
1917                 }
1918         }
1919
1920         SetSpectatee(this, ent);
1921         return SpectateSet(this);
1922 }
1923
1924 /*
1925 =============
1926 ShowRespawnCountdown()
1927
1928 Update a respawn countdown display.
1929 =============
1930 */
1931 void ShowRespawnCountdown(entity this)
1932 {
1933         float number;
1934         if(!IS_DEAD(this)) // just respawned?
1935                 return;
1936         else
1937         {
1938                 number = ceil(this.respawn_time - time);
1939                 if(number <= 0)
1940                         return;
1941                 if(number <= this.respawn_countdown)
1942                 {
1943                         this.respawn_countdown = number - 1;
1944                         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
1945                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1946                 }
1947         }
1948 }
1949
1950 .bool team_selected;
1951 bool ShowTeamSelection(entity this)
1952 {
1953         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1954                 return false;
1955         stuffcmd(this, "menu_showteamselect\n");
1956         return true;
1957 }
1958 void Join(entity this)
1959 {
1960         TRANSMUTE(Player, this);
1961
1962         if(!this.team_selected)
1963         if(autocvar_g_campaign || autocvar_g_balance_teams)
1964                 TeamBalance_JoinBestTeam(this);
1965
1966         if(autocvar_g_campaign)
1967                 campaign_bots_may_start = true;
1968
1969         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1970
1971         PutClientInServer(this);
1972
1973         if(IS_PLAYER(this))
1974         if(teamplay && this.team != -1)
1975         {
1976         }
1977         else
1978                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1979         this.team_selected = false;
1980 }
1981
1982 int GetPlayerLimit()
1983 {
1984         if(g_duel)
1985                 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)
1986         int player_limit = autocvar_g_maxplayers;
1987         MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1988         player_limit = M_ARGV(0, int);
1989         return player_limit;
1990 }
1991
1992 /**
1993  * Determines whether the player is allowed to join. This depends on cvar
1994  * g_maxplayers, if it isn't used this function always return true, otherwise
1995  * it checks whether the number of currently playing players exceeds g_maxplayers.
1996  * @return int number of free slots for players, 0 if none
1997  */
1998 int nJoinAllowed(entity this, entity ignore)
1999 {
2000         if(!ignore)
2001         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2002         // so report 0 free slots if restricted
2003         {
2004                 if(autocvar_g_forced_team_otherwise == "spectate")
2005                         return 0;
2006                 if(autocvar_g_forced_team_otherwise == "spectator")
2007                         return 0;
2008         }
2009
2010         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2011                 return 0; // forced spectators can never join
2012
2013         // TODO simplify this
2014         int totalClients = 0;
2015         int currentlyPlaying = 0;
2016         FOREACH_CLIENT(true, {
2017                 if(it != ignore)
2018                         ++totalClients;
2019                 if(IS_REAL_CLIENT(it))
2020                 if(IS_PLAYER(it) || it.caplayer)
2021                         ++currentlyPlaying;
2022         });
2023
2024         int player_limit = GetPlayerLimit();
2025
2026         int free_slots = 0;
2027         if (!player_limit)
2028                 free_slots = maxclients - totalClients;
2029         else if(player_limit > 0 && currentlyPlaying < player_limit)
2030                 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2031
2032         static float msg_time = 0;
2033         if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2034         {
2035                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2036                 msg_time = time + 0.5;
2037         }
2038
2039         return free_slots;
2040 }
2041
2042 /**
2043  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2044  * g_maxplayers_spectator_blocktime seconds
2045  */
2046 void checkSpectatorBlock(entity this)
2047 {
2048         if(IS_SPEC(this) || IS_OBSERVER(this))
2049         if(!this.caplayer)
2050         if(IS_REAL_CLIENT(this))
2051         {
2052                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2053                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2054                         dropclient(this);
2055                 }
2056         }
2057 }
2058
2059 void PrintWelcomeMessage(entity this)
2060 {
2061         if(CS(this).motd_actived_time == 0)
2062         {
2063                 if (autocvar_g_campaign) {
2064                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2065                                 CS(this).motd_actived_time = time;
2066                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2067                         }
2068                 } else {
2069                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2070                                 CS(this).motd_actived_time = time;
2071                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2072                         }
2073                 }
2074         }
2075         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2076         {
2077                 if (autocvar_g_campaign) {
2078                         if (PHYS_INPUT_BUTTON_INFO(this))
2079                                 CS(this).motd_actived_time = time;
2080                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2081                                 CS(this).motd_actived_time = 0;
2082                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2083                         }
2084                 } else {
2085                         if (PHYS_INPUT_BUTTON_INFO(this))
2086                                 CS(this).motd_actived_time = time;
2087                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2088                                 CS(this).motd_actived_time = 0;
2089                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2090                         }
2091                 }
2092         }
2093         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2094         {
2095                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2096                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2097                 else if (CS(this).motd_actived_time == -2)
2098                 {
2099                         // instantly hide MOTD
2100                         CS(this).motd_actived_time = 0;
2101                         if (autocvar_g_campaign)
2102                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2103                         else
2104                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2105                 }
2106                 else if (IS_PLAYER(this) || IS_SPEC(this))
2107                 {
2108                         // FIXME occasionally for some reason MOTD never goes away
2109                         // delay MOTD removal a little bit in the hope it fixes this bug
2110                         if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2111                                 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2112                         else //if (CS(this).motd_actived_time < -2)
2113                                 CS(this).motd_actived_time++;
2114                 }
2115         }
2116 }
2117
2118 bool joinAllowed(entity this)
2119 {
2120         if (CS(this).version_mismatch) return false;
2121         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2122         if (!nJoinAllowed(this, this)) return false;
2123         if (teamplay && lockteams) return false;
2124         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2125         if (ShowTeamSelection(this)) return false;
2126         return true;
2127 }
2128
2129 .string shootfromfixedorigin;
2130 .bool dualwielding_prev;
2131 bool PlayerThink(entity this)
2132 {
2133         if (game_stopped || intermission_running) {
2134                 this.modelflags &= ~MF_ROCKET;
2135                 if(intermission_running)
2136                         IntermissionThink(this);
2137                 return false;
2138         }
2139
2140         if (timeout_status == TIMEOUT_ACTIVE) {
2141         // don't allow the player to turn around while game is paused
2142                 // FIXME turn this into CSQC stuff
2143                 this.v_angle = this.lastV_angle;
2144                 this.angles = this.lastV_angle;
2145                 this.fixangle = true;
2146         }
2147
2148         if (frametime) player_powerups(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(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         secrets_setstatus(this);
2271         monsters_setstatus(this);
2272
2273         return true;
2274 }
2275
2276 .bool would_spectate;
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 (this.flags & FL_JUMPRELEASED) {
2295                 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2296                         this.flags &= ~FL_JUMPRELEASED;
2297                         this.flags |= FL_SPAWNING;
2298                 } 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)))
2299                         || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2300                         this.flags &= ~FL_JUMPRELEASED;
2301                         if(SpectateNext(this)) {
2302                                 TRANSMUTE(Spectator, this);
2303                         } else if (is_spec) {
2304                                 TRANSMUTE(Observer, this);
2305                                 PutClientInServer(this);
2306                         }
2307                         if (is_spec)
2308                                 CS(this).impulse = 0;
2309                 } else if (is_spec) {
2310                         if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2311                                 this.flags &= ~FL_JUMPRELEASED;
2312                                 if(SpectatePrev(this)) {
2313                                         TRANSMUTE(Spectator, this);
2314                                 } else {
2315                                         TRANSMUTE(Observer, this);
2316                                         PutClientInServer(this);
2317                                 }
2318                                 CS(this).impulse = 0;
2319                         } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2320                                 this.would_spectate = false;
2321                                 this.flags &= ~FL_JUMPRELEASED;
2322                                 TRANSMUTE(Observer, this);
2323                                 PutClientInServer(this);
2324                         } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2325                                 PutObserverInServer(this);
2326                                 this.would_spectate = true;
2327                         }
2328                 }
2329                 else {
2330                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2331                         set_movetype(this, preferred_movetype);
2332                 }
2333         } else {
2334                 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2335                         || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2336                         this.flags |= FL_JUMPRELEASED;
2337                         if(this.flags & FL_SPAWNING)
2338                         {
2339                                 this.flags &= ~FL_SPAWNING;
2340                                 if(joinAllowed(this))
2341                                         Join(this);
2342                                 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2343                                         CS(this).autojoin_checked = -1;
2344                                 return;
2345                         }
2346                 }
2347                 if(is_spec && !SpectateUpdate(this))
2348                         PutObserverInServer(this);
2349         }
2350         if (is_spec)
2351                 this.flags |= FL_CLIENT | FL_NOTARGET;
2352 }
2353
2354 void PlayerUseKey(entity this)
2355 {
2356         if (!IS_PLAYER(this))
2357                 return;
2358
2359         if(this.vehicle)
2360         {
2361                 if(!game_stopped)
2362                 {
2363                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2364                         return;
2365                 }
2366         }
2367         else if(autocvar_g_vehicles_enter)
2368         {
2369                 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2370                 {
2371                         entity head, closest_target = NULL;
2372                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2373
2374                         while(head) // find the closest acceptable target to enter
2375                         {
2376                                 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2377                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2378                                 {
2379                                         if(closest_target)
2380                                         {
2381                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2382                                                 { closest_target = head; }
2383                                         }
2384                                         else { closest_target = head; }
2385                                 }
2386
2387                                 head = head.chain;
2388                         }
2389
2390                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2391                 }
2392         }
2393
2394         // a use key was pressed; call handlers
2395         MUTATOR_CALLHOOK(PlayerUseKey, this);
2396 }
2397
2398
2399 /*
2400 =============
2401 PlayerPreThink
2402
2403 Called every frame for each client before the physics are run
2404 =============
2405 */
2406 .float last_vehiclecheck;
2407 void PlayerPreThink (entity this)
2408 {
2409         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2410         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2411
2412         WarpZone_PlayerPhysics_FixVAngle(this);
2413
2414         if (frametime) {
2415                 // physics frames: update anticheat stuff
2416                 anticheat_prethink(this);
2417         }
2418
2419         if (blockSpectators && frametime) {
2420                 // WORKAROUND: only use dropclient in server frames (frametime set).
2421                 // Never use it in cl_movement frames (frametime zero).
2422                 checkSpectatorBlock(this);
2423         }
2424
2425         zoomstate_set = false;
2426
2427         // Check for nameless players
2428         if (this.netname == "" || this.netname != CS(this).netname_previous)
2429         {
2430                 bool assume_unchanged = (CS(this).netname_previous == "");
2431                 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2432                 {
2433                         int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2434                         this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2435                         sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2436                         assume_unchanged = false;
2437                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2438                 }
2439                 if (isInvisibleString(this.netname))
2440                 {
2441                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2442                         sprint(this, "Warning: invisible names are not allowed.\n");
2443                         assume_unchanged = false;
2444                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2445                 }
2446                 if (!assume_unchanged && autocvar_sv_eventlog)
2447                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2448                 strcpy(CS(this).netname_previous, this.netname);
2449         }
2450
2451         // version nagging
2452         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2453         CS(this).version_nagtime = 0;
2454         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2455             // git client
2456         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2457             // git server
2458             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2459         } else {
2460             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2461             if (r < 0) { // old client
2462                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2463             } else if (r > 0) { // old server
2464                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2465             }
2466         }
2467     }
2468
2469         // GOD MODE info
2470         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2471         {
2472                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2473                 this.max_armorvalue = 0;
2474         }
2475
2476         if (frametime && IS_PLAYER(this))
2477         {
2478                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2479                 {
2480                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2481                         SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2482                         if (this.iceblock)
2483                                 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2484
2485                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2486                                 Unfreeze(this, false);
2487                 }
2488                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2489                 {
2490                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2491                         SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2492
2493                         if (GetResource(this, RES_HEALTH) < 1)
2494                         {
2495                                 if (this.vehicle)
2496                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2497                                 if(this.event_damage)
2498                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2499                         }
2500                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2501                                 Unfreeze(this, false);
2502                 }
2503         }
2504
2505         MUTATOR_CALLHOOK(PlayerPreThink, this);
2506
2507         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2508         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2509         {
2510                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2511                 {
2512                         if(!it.owner)
2513                         {
2514                                 if(!it.team || SAME_TEAM(this, it))
2515                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2516                                 else if(autocvar_g_vehicles_steal)
2517                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2518                         }
2519                         else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2520                         {
2521                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2522                         }
2523                 });
2524
2525                 this.last_vehiclecheck = time + 1;
2526         }
2527
2528         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2529         {
2530                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2531                         PlayerUseKey(this);
2532                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2533         }
2534
2535         if (IS_REAL_CLIENT(this))
2536                 PrintWelcomeMessage(this);
2537
2538         if (IS_PLAYER(this)) {
2539                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2540                         error("Client can't be spawned as player on connection!");
2541                 if(!PlayerThink(this))
2542                         return;
2543         }
2544         else if (game_stopped || intermission_running) {
2545                 if(intermission_running)
2546                         IntermissionThink(this);
2547                 return;
2548         }
2549         else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2550         {
2551                 bool early_join_requested = (CS(this).autojoin_checked < 0);
2552                 CS(this).autojoin_checked = 1;
2553                 // don't do this in ClientConnect
2554                 // many things can go wrong if a client is spawned as player on connection
2555                 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2556                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2557                                 && (!teamplay || autocvar_g_balance_teams)))
2558                 {
2559                         campaign_bots_may_start = true;
2560                         if(joinAllowed(this))
2561                                 Join(this);
2562                         return;
2563                 }
2564         }
2565         else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2566                 ObserverOrSpectatorThink(this);
2567         }
2568
2569         // WEAPONTODO: Add weapon request for this
2570         if (!zoomstate_set) {
2571                 bool wep_zoomed = false;
2572                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2573                 {
2574                         .entity weaponentity = weaponentities[slot];
2575                         Weapon thiswep = this.(weaponentity).m_weapon;
2576                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2577                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2578                 }
2579                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2580         }
2581
2582         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2583         {
2584                 CS(this).teamkill_soundtime = 0;
2585
2586                 entity e = CS(this).teamkill_soundsource;
2587                 entity oldpusher = e.pusher;
2588                 e.pusher = this;
2589                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2590                 e.pusher = oldpusher;
2591         }
2592
2593         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2594                 CS(this).taunt_soundtime = 0;
2595                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2596         }
2597
2598         target_voicescript_next(this);
2599
2600         // WEAPONTODO: Move into weaponsystem somehow
2601         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2602         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2603         {
2604                 .entity weaponentity = weaponentities[slot];
2605                 if(this.(weaponentity).m_weapon == WEP_Null)
2606                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2607         }
2608 }
2609
2610 void DrownPlayer(entity this)
2611 {
2612         if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2613                 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2614         {
2615                 this.air_finished = 0;
2616                 return;
2617         }
2618
2619         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2620         {
2621                 if(this.air_finished && this.air_finished < time)
2622                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2623                 this.air_finished = 0;
2624         }
2625         else
2626         {
2627                 if (!this.air_finished)
2628                         this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2629                 if (this.air_finished < time)
2630                 {       // drown!
2631                         if (this.pain_finished < time)
2632                         {
2633                                 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');
2634                                 this.pain_finished = time + 0.5;
2635                         }
2636                 }
2637         }
2638 }
2639
2640 .bool move_qcphysics;
2641
2642 void Player_Physics(entity this)
2643 {
2644         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2645
2646         if(!this.move_qcphysics)
2647                 return;
2648
2649         if(!frametime && !CS(this).pm_frametime)
2650                 return;
2651
2652         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2653
2654         CS(this).pm_frametime = 0;
2655 }
2656
2657 /*
2658 =============
2659 PlayerPostThink
2660
2661 Called every frame for each client after the physics are run
2662 =============
2663 */
2664 void PlayerPostThink (entity this)
2665 {
2666         Player_Physics(this);
2667
2668         if (sv_maxidle > 0)
2669         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2670         if (IS_REAL_CLIENT(this))
2671         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2672         {
2673                 int totalClients = 0;
2674                 if(sv_maxidle_slots > 0)
2675                 {
2676                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2677                         {
2678                                 ++totalClients;
2679                         });
2680                 }
2681
2682                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2683                 { /* do nothing */ }
2684                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2685                 {
2686                         if (CS(this).idlekick_lasttimeleft)
2687                         {
2688                                 CS(this).idlekick_lasttimeleft = 0;
2689                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2690                         }
2691                 }
2692                 else
2693                 {
2694                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2695                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2696                                 if (!CS(this).idlekick_lasttimeleft)
2697                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2698                         }
2699                         if (timeleft <= 0) {
2700                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2701                                 dropclient(this);
2702                                 return;
2703                         }
2704                         else if (timeleft <= 10) {
2705                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2706                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2707                 }
2708                                 CS(this).idlekick_lasttimeleft = timeleft;
2709                         }
2710                 }
2711         }
2712
2713         CheatFrame(this);
2714
2715         if (game_stopped)
2716         {
2717                 this.solid = SOLID_NOT;
2718                 this.takedamage = DAMAGE_NO;
2719                 set_movetype(this, MOVETYPE_NONE);
2720                 CS(this).teamkill_complain = 0;
2721                 CS(this).teamkill_soundtime = 0;
2722                 CS(this).teamkill_soundsource = NULL;
2723         }
2724
2725         if (IS_PLAYER(this)) {
2726                 if(this.death_time == time && IS_DEAD(this))
2727                 {
2728                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2729                         // once all the damage events of this frame have been processed with normal size
2730                         this.maxs.z = 5;
2731                         setsize(this, this.mins, this.maxs);
2732                 }
2733                 DrownPlayer(this);
2734                 UpdateChatBubble(this);
2735                 if (CS(this).impulse) ImpulseCommands(this);
2736                 if (game_stopped)
2737                 {
2738                         CSQCMODEL_AUTOUPDATE(this);
2739                         return;
2740                 }
2741                 GetPressedKeys(this);
2742         }
2743         else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2744         {
2745                 CS(this).pressedkeys = 0;
2746                 STAT(PRESSED_KEYS, this) = 0;
2747         }
2748
2749         if (this.waypointsprite_attachedforcarrier) {
2750                 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2751                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2752         }
2753
2754         CSQCMODEL_AUTOUPDATE(this);
2755 }
2756
2757 /**
2758  * message "": do not say, just test flood control
2759  * return value:
2760  *   1 = accept
2761  *   0 = reject
2762  *  -1 = fake accept
2763  */
2764 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2765 {
2766         if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2767                 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2768
2769         if (source)
2770                 msgin = formatmessage(source, msgin);
2771
2772         string colorstr;
2773         if (!(IS_PLAYER(source) || source.caplayer))
2774                 colorstr = "^0"; // black for spectators
2775         else if(teamplay)
2776                 colorstr = Team_ColorCode(source.team);
2777         else
2778         {
2779                 colorstr = "";
2780                 teamsay = false;
2781         }
2782
2783         if (!source) {
2784                 colorstr = "";
2785                 teamsay = false;
2786         }
2787
2788         if(msgin != "")
2789                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2790
2791         /*
2792          * using bprint solves this... me stupid
2793         // how can we prevent the message from appearing in a listen server?
2794         // for now, just give "say" back and only handle say_team
2795         if(!teamsay)
2796         {
2797                 clientcommand(source, strcat("say ", msgin));
2798                 return;
2799         }
2800         */
2801
2802         string namestr = "";
2803         if (source)
2804                 namestr = playername(source, autocvar_g_chat_teamcolors);
2805
2806         string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2807
2808         string msgstr = "", cmsgstr = "";
2809         string privatemsgprefix = string_null;
2810         int privatemsgprefixlen = 0;
2811         if (msgin != "")
2812         {
2813                 bool found_me = false;
2814                 if(strstrofs(msgin, "/me", 0) >= 0)
2815                 {
2816                         string newmsgin = "";
2817                         string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2818                         FOREACH_WORD(msgin, true,
2819                         {
2820                                 if(strdecolorize(it) == "/me")
2821                                 {
2822                                         found_me = true;
2823                                         newmsgin = cons(newmsgin, newnamestr);
2824                                 }
2825                                 else
2826                                         newmsgin = cons(newmsgin, it);
2827                         });
2828                         msgin = newmsgin;
2829                 }
2830
2831                 if(privatesay)
2832                 {
2833                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2834                         privatemsgprefixlen = strlen(msgstr);
2835                         msgstr = strcat(msgstr, msgin);
2836                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2837                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2838                 }
2839                 else if(teamsay)
2840                 {
2841                         if(found_me)
2842                         {
2843                                 //msgin = strreplace("/me", "", msgin);
2844                                 //msgin = substring(msgin, 3, strlen(msgin));
2845                                 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2846                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2847                         }
2848                         else
2849                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2850                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2851                 }
2852                 else
2853                 {
2854                         if(found_me)
2855                         {
2856                                 //msgin = strreplace("/me", "", msgin);
2857                                 //msgin = substring(msgin, 3, strlen(msgin));
2858                                 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2859                                 msgstr = strcat("\{1}^4* ^7", msgin);
2860                         }
2861                         else {
2862                                 msgstr = "\{1}";
2863                                 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2864                                 msgstr = strcat(msgstr, msgin);
2865                         }
2866                         cmsgstr = "";
2867                 }
2868                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2869         }
2870
2871         string fullmsgstr = msgstr;
2872         string fullcmsgstr = cmsgstr;
2873
2874         // FLOOD CONTROL
2875         int flood = 0;
2876         var .float flood_field = floodcontrol_chat;
2877         if(floodcontrol && source)
2878         {
2879                 float flood_spl;
2880                 float flood_burst;
2881                 float flood_lmax;
2882                 float lines;
2883                 if(privatesay)
2884                 {
2885                         flood_spl = autocvar_g_chat_flood_spl_tell;
2886                         flood_burst = autocvar_g_chat_flood_burst_tell;
2887                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
2888                         flood_field = floodcontrol_chattell;
2889                 }
2890                 else if(teamsay)
2891                 {
2892                         flood_spl = autocvar_g_chat_flood_spl_team;
2893                         flood_burst = autocvar_g_chat_flood_burst_team;
2894                         flood_lmax = autocvar_g_chat_flood_lmax_team;
2895                         flood_field = floodcontrol_chatteam;
2896                 }
2897                 else
2898                 {
2899                         flood_spl = autocvar_g_chat_flood_spl;
2900                         flood_burst = autocvar_g_chat_flood_burst;
2901                         flood_lmax = autocvar_g_chat_flood_lmax;
2902                         flood_field = floodcontrol_chat;
2903                 }
2904                 flood_burst = max(0, flood_burst - 1);
2905                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2906
2907                 // do flood control for the default line size
2908                 if(msgstr != "")
2909                 {
2910                         getWrappedLine_remaining = msgstr;
2911                         msgstr = "";
2912                         lines = 0;
2913                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2914                         {
2915                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2916                                 ++lines;
2917                         }
2918                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2919
2920                         if(getWrappedLine_remaining != "")
2921                         {
2922                                 msgstr = strcat(msgstr, "\n");
2923                                 flood = 2;
2924                         }
2925
2926                         if (time >= source.(flood_field))
2927                         {
2928                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2929                         }
2930                         else
2931                         {
2932                                 flood = 1;
2933                                 msgstr = fullmsgstr;
2934                         }
2935                 }
2936                 else
2937                 {
2938                         if (time >= source.(flood_field))
2939                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2940                         else
2941                                 flood = 1;
2942                 }
2943
2944                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2945                         source.(flood_field) = flood = 0;
2946         }
2947
2948         string sourcemsgstr, sourcecmsgstr;
2949         if(flood == 2) // cannot happen for empty msgstr
2950         {
2951                 if(autocvar_g_chat_flood_notify_flooder)
2952                 {
2953                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2954                         sourcecmsgstr = "";
2955                 }
2956                 else
2957                 {
2958                         sourcemsgstr = fullmsgstr;
2959                         sourcecmsgstr = fullcmsgstr;
2960                 }
2961                 cmsgstr = "";
2962         }
2963         else
2964         {
2965                 sourcemsgstr = msgstr;
2966                 sourcecmsgstr = cmsgstr;
2967         }
2968
2969         if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2970         {
2971                 if (!game_stopped)
2972                 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2973                         teamsay = -1; // spectators
2974         }
2975
2976         if(flood)
2977                 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2978
2979         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2980         if(privatesay)
2981                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2982
2983         int ret;
2984         if(source && CS(source).muted)
2985         {
2986                 // always fake the message
2987                 ret = -1;
2988         }
2989         else if(flood == 1)
2990         {
2991                 if (autocvar_g_chat_flood_notify_flooder)
2992                 {
2993                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
2994                         ret = 0;
2995                 }
2996                 else
2997                         ret = -1;
2998         }
2999         else
3000         {
3001                 ret = 1;
3002         }
3003
3004         if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3005         {
3006                 if (!game_stopped)
3007                 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
3008                         ret = -1; // just hide the message completely
3009         }
3010
3011         MUTATOR_CALLHOOK(ChatMessage, source, ret);
3012         ret = M_ARGV(1, int);
3013
3014         string event_log_msg = "";
3015
3016         if(sourcemsgstr != "" && ret != 0)
3017         {
3018                 if(ret < 0) // faked message, because the player is muted
3019                 {
3020                         sprint(source, sourcemsgstr);
3021                         if(sourcecmsgstr != "" && !privatesay)
3022                                 centerprint(source, sourcecmsgstr);
3023                 }
3024                 else if(privatesay) // private message, between 2 people only
3025                 {
3026                         sprint(source, sourcemsgstr);
3027                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3028                         if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3029                         {
3030                                 sprint(privatesay, msgstr);
3031                                 if(cmsgstr != "")
3032                                         centerprint(privatesay, cmsgstr);
3033                         }
3034                 }
3035                 else if ( teamsay && CS(source).active_minigame )
3036                 {
3037                         sprint(source, sourcemsgstr);
3038                         dedicated_print(msgstr); // send to server console too
3039                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3040                                 sprint(it, msgstr);
3041                         });
3042                         event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3043
3044                 }
3045                 else if(teamsay > 0) // team message, only sent to team mates
3046                 {
3047                         sprint(source, sourcemsgstr);
3048                         dedicated_print(msgstr); // send to server console too
3049                         if(sourcecmsgstr != "")
3050                                 centerprint(source, sourcecmsgstr);
3051                         FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3052                                 sprint(it, msgstr);
3053                                 if(cmsgstr != "")
3054                                         centerprint(it, cmsgstr);
3055                         });
3056                         event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3057                 }
3058                 else if(teamsay < 0) // spectator message, only sent to spectators
3059                 {
3060                         sprint(source, sourcemsgstr);
3061                         dedicated_print(msgstr); // send to server console too
3062                         FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3063                                 sprint(it, msgstr);
3064                         });
3065                         event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3066                 }
3067                 else
3068                 {
3069                         if (source) {
3070                                 sprint(source, sourcemsgstr);
3071                                 dedicated_print(msgstr); // send to server console too
3072                                 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3073                         }
3074                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3075                                 sprint(it, msgstr);
3076                         });
3077                         event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3078                 }
3079         }
3080
3081         if (autocvar_sv_eventlog && (event_log_msg != "")) {
3082                 GameLogEcho(event_log_msg);
3083         }
3084
3085         return ret;
3086 }
3087
3088 // hack to copy the button fields from the client entity to the Client State
3089 void PM_UpdateButtons(entity this, entity store)
3090 {
3091         if(this.impulse)
3092                 store.impulse = this.impulse;
3093         this.impulse = 0;
3094
3095         bool typing = this.buttonchat || this.button12;
3096
3097         store.button0 = (typing) ? 0 : this.button0;
3098         //button1?!
3099         store.button2 = (typing) ? 0 : this.button2;
3100         store.button3 = (typing) ? 0 : this.button3;
3101         store.button4 = this.button4;
3102         store.button5 = (typing) ? 0 : this.button5;
3103         store.button6 = this.button6;
3104         store.button7 = this.button7;
3105         store.button8 = this.button8;
3106         store.button9 = this.button9;
3107         store.button10 = this.button10;
3108         store.button11 = this.button11;
3109         store.button12 = this.button12;
3110         store.button13 = this.button13;
3111         store.button14 = this.button14;
3112         store.button15 = this.button15;
3113         store.button16 = this.button16;
3114         store.buttonuse = this.buttonuse;
3115         store.buttonchat = this.buttonchat;
3116
3117         store.cursor_active = this.cursor_active;
3118         store.cursor_screen = this.cursor_screen;
3119         store.cursor_trace_start = this.cursor_trace_start;
3120         store.cursor_trace_endpos = this.cursor_trace_endpos;
3121         store.cursor_trace_ent = this.cursor_trace_ent;
3122
3123         store.ping = this.ping;
3124         store.ping_packetloss = this.ping_packetloss;
3125         store.ping_movementloss = this.ping_movementloss;
3126
3127         store.v_angle = this.v_angle;
3128         store.movement = this.movement;
3129 }
3130
3131 NET_HANDLE(fpsreport, bool)
3132 {
3133         int fps = ReadShort();
3134         PlayerScore_Set(sender, SP_FPS, fps);
3135         return true;
3136 }