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1 #include "client.qh"
2
3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/notifications/all.qh>
30 #include <common/physics/player.qh>
31 #include <common/playerstats.qh>
32 #include <common/state.qh>
33 #include <common/stats.qh>
34 #include <common/vehicles/all.qh>
35 #include <common/vehicles/sv_vehicles.qh>
36 #include <common/viewloc.qh>
37 #include <common/weapons/_all.qh>
38 #include <common/weapons/weapon/vortex.qh>
39 #include <common/wepent.qh>
40 #include <lib/csqcmodel/sv_model.qh>
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/server.qh>
43 #include <server/anticheat.qh>
44 #include <server/antilag.qh>
45 #include <server/bot/api.qh>
46 #include <server/bot/default/cvars.qh>
47 #include <server/campaign.qh>
48 #include <server/chat.qh>
49 #include <server/cheats.qh>
50 #include <server/clientkill.qh>
51 #include <server/command/common.qh>
52 #include <server/command/common.qh>
53 #include <server/command/vote.qh>
54 #include <server/compat/quake3.qh>
55 #include <server/damage.qh>
56 #include <server/gamelog.qh>
57 #include <server/handicap.qh>
58 #include <server/hook.qh>
59 #include <server/impulse.qh>
60 #include <server/intermission.qh>
61 #include <server/ipban.qh>
62 #include <server/main.qh>
63 #include <server/mutators/_mod.qh>
64 #include <server/player.qh>
65 #include <server/portals.qh>
66 #include <server/race.qh>
67 #include <server/resources.qh>
68 #include <server/scores.qh>
69 #include <server/scores_rules.qh>
70 #include <server/spawnpoints.qh>
71 #include <server/teamplay.qh>
72 #include <server/weapons/accuracy.qh>
73 #include <server/weapons/common.qh>
74 #include <server/weapons/hitplot.qh>
75 #include <server/weapons/selection.qh>
76 #include <server/weapons/tracing.qh>
77 #include <server/weapons/weaponsystem.qh>
78 #include <server/world.qh>
79
80 STATIC_METHOD(Client, Add, void(Client this, int _team))
81 {
82     ClientConnect(this);
83     TRANSMUTE(Player, this);
84     this.frame = 12; // 7
85     this.team = _team;
86     PutClientInServer(this);
87 }
88
89 STATIC_METHOD(Client, Remove, void(Client this))
90 {
91     TRANSMUTE(Observer, this);
92     PutClientInServer(this);
93     ClientDisconnect(this);
94 }
95
96 void send_CSQC_teamnagger() {
97         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
98 }
99
100 int CountSpectators(entity player, entity to)
101 {
102         if(!player) { return 0; } // not sure how, but best to be safe
103
104         int spec_count = 0;
105
106         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
107         {
108                 spec_count++;
109         });
110
111         return spec_count;
112 }
113
114 void WriteSpectators(entity player, entity to)
115 {
116         if(!player) { return; } // not sure how, but best to be safe
117
118         int spec_count = 0;
119         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
120         {
121                 if(spec_count >= MAX_SPECTATORS)
122                         break;
123                 WriteByte(MSG_ENTITY, num_for_edict(it));
124                 ++spec_count;
125         });
126 }
127
128 bool ClientData_Send(entity this, entity to, int sf)
129 {
130         assert(to == this.owner, return false);
131
132         entity e = to;
133         if (IS_SPEC(e)) e = e.enemy;
134
135         sf = 0;
136         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
137         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
138         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
139         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
140
141         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
142         WriteByte(MSG_ENTITY, sf);
143
144         if (sf & BIT(1))
145                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
146
147         if(sf & BIT(4))
148         {
149                 float specs = CountSpectators(e, to);
150                 WriteByte(MSG_ENTITY, specs);
151                 WriteSpectators(e, to);
152         }
153
154         return true;
155 }
156
157 void ClientData_Attach(entity this)
158 {
159         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
160         CS(this).clientdata.drawonlytoclient = this;
161         CS(this).clientdata.owner = this;
162 }
163
164 void ClientData_Detach(entity this)
165 {
166         delete(CS(this).clientdata);
167         CS(this).clientdata = NULL;
168 }
169
170 void ClientData_Touch(entity e)
171 {
172         entity cd = CS(e).clientdata;
173         if (cd) { cd.SendFlags = 1; }
174
175         // make it spectatable
176         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
177         {
178                 entity cd = CS(it).clientdata;
179                 if (cd) { cd.SendFlags = 1; }
180         });
181 }
182
183
184 /*
185 =============
186 CheckPlayerModel
187
188 Checks if the argument string can be a valid playermodel.
189 Returns a valid one in doubt.
190 =============
191 */
192 string FallbackPlayerModel;
193 string CheckPlayerModel(string plyermodel) {
194         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
195         {
196                 // note: we cannot summon Don Strunzone here, some player may
197                 // still have the model string set. In case anyone manages how
198                 // to change a cvar default, we'll have a small leak here.
199                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
200         }
201         // only in right path
202         if(substring(plyermodel, 0, 14) != "models/player/")
203                 return FallbackPlayerModel;
204         // only good file extensions
205         if(substring(plyermodel, -4, 4) != ".iqm"
206                 && substring(plyermodel, -4, 4) != ".zym"
207                 && substring(plyermodel, -4, 4) != ".dpm"
208                 && substring(plyermodel, -4, 4) != ".md3"
209                 && substring(plyermodel, -4, 4) != ".psk")
210         {
211                 return FallbackPlayerModel;
212         }
213         // forbid the LOD models
214         if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
215                 return FallbackPlayerModel;
216         if(plyermodel != strtolower(plyermodel))
217                 return FallbackPlayerModel;
218         // also, restrict to server models
219         if(autocvar_sv_servermodelsonly)
220         {
221                 if(!fexists(plyermodel))
222                         return FallbackPlayerModel;
223         }
224         return plyermodel;
225 }
226
227 void setplayermodel(entity e, string modelname)
228 {
229         precache_model(modelname);
230         _setmodel(e, modelname);
231         player_setupanimsformodel(e);
232         if(!autocvar_g_debug_globalsounds)
233                 UpdatePlayerSounds(e);
234 }
235
236 /** putting a client as observer in the server */
237 void PutObserverInServer(entity this)
238 {
239         bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
240         PlayerState_detach(this);
241
242         if (IS_PLAYER(this))
243         {
244                 if(GetResource(this, RES_HEALTH) >= 1)
245                 {
246                         // despawn effect
247                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
248                 }
249
250                 // was a player, recount votes and ready status
251                 if(IS_REAL_CLIENT(this))
252                 {
253                         if (vote_called) { VoteCount(false); }
254                         ReadyCount();
255                 }
256                 entcs_update_players(this);
257         }
258
259         entity spot = SelectSpawnPoint(this, true);
260         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
261         this.angles = vec2(spot.angles);
262         this.fixangle = true;
263         // offset it so that the spectator spawns higher off the ground, looks better this way
264         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
265         if (IS_REAL_CLIENT(this))
266         {
267                 msg_entity = this;
268                 WriteByte(MSG_ONE, SVC_SETVIEW);
269                 WriteEntity(MSG_ONE, this);
270         }
271         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
272         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
273         if(!autocvar_g_debug_globalsounds)
274         {
275                 // needed for player sounds
276                 this.model = "";
277                 FixPlayermodel(this);
278         }
279         setmodel(this, MDL_Null);
280         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
281         this.view_ofs = '0 0 0';
282
283         RemoveGrapplingHooks(this);
284         Portal_ClearAll(this);
285         Unfreeze(this, false);
286         SetSpectatee(this, NULL);
287
288         if (this.alivetime)
289         {
290                 if (!warmup_stage)
291                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
292                 this.alivetime = 0;
293         }
294
295         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
296
297         WaypointSprite_PlayerDead(this);
298
299         if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
300                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
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_finished = 0;
338         STAT(STRENGTH_FINISHED, this) = 0;
339         STAT(INVINCIBLE_FINISHED, this) = 0;
340         STAT(SUPERWEAPONS_FINISHED, this) = 0;
341         STAT(AIR_FINISHED, this) = 0;
342         //this.dphitcontentsmask = 0;
343         this.dphitcontentsmask = DPCONTENTS_SOLID;
344         if (autocvar_g_playerclip_collisions)
345                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
346         this.pushltime = 0;
347         this.istypefrag = 0;
348         setthink(this, func_null);
349         this.nextthink = 0;
350         this.deadflag = DEAD_NO;
351         UNSET_DUCKED(this);
352         STAT(REVIVE_PROGRESS, this) = 0;
353         this.revival_time = 0;
354         this.draggable = drag_undraggable;
355
356         this.items = 0;
357         STAT(WEAPONS, this) = '0 0 0';
358         this.drawonlytoclient = this;
359
360         this.viewloc = NULL;
361
362         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
363
364         this.weaponmodel = "";
365         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
366         {
367                 this.weaponentities[slot] = NULL;
368         }
369         this.exteriorweaponentity = NULL;
370         CS(this).killcount = FRAGS_SPECTATOR;
371         this.velocity = '0 0 0';
372         this.avelocity = '0 0 0';
373         this.punchangle = '0 0 0';
374         this.punchvector = '0 0 0';
375         this.oldvelocity = this.velocity;
376         this.fire_endtime = -1;
377         this.event_damage = func_null;
378         this.event_heal = func_null;
379
380         for(int slot = 0; slot < MAX_AXH; ++slot)
381         {
382                 entity axh = this.(AuxiliaryXhair[slot]);
383                 this.(AuxiliaryXhair[slot]) = NULL;
384
385                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
386                         delete(axh);
387         }
388
389         if (mutator_returnvalue)
390         {
391                 // mutator prevents resetting teams+score
392         }
393         else
394         {
395                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
396                 this.frags = FRAGS_SPECTATOR;
397         }
398         if (CS(this).just_joined)
399                 CS(this).just_joined = false;
400 }
401
402 int player_getspecies(entity this)
403 {
404         get_model_parameters(this.model, this.skin);
405         int s = get_model_parameters_species;
406         get_model_parameters(string_null, 0);
407         if (s < 0) return SPECIES_HUMAN;
408         return s;
409 }
410
411 .float model_randomizer;
412 void FixPlayermodel(entity player)
413 {
414         string defaultmodel = "";
415         int defaultskin = 0;
416         if(autocvar_sv_defaultcharacter)
417         {
418                 if(teamplay)
419                 {
420                         switch(player.team)
421                         {
422                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
423                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
424                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
425                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
426                         }
427                 }
428
429                 if(defaultmodel == "")
430                 {
431                         defaultmodel = autocvar_sv_defaultplayermodel;
432                         defaultskin = autocvar_sv_defaultplayerskin;
433                 }
434
435                 int n = tokenize_console(defaultmodel);
436                 if(n > 0)
437                 {
438                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
439                         // However, do NOT randomize if the player-selected model is in the list.
440                         for (int i = 0; i < n; ++i)
441                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
442                                         defaultmodel = argv(i);
443                 }
444
445                 int i = strstrofs(defaultmodel, ":", 0);
446                 if(i >= 0)
447                 {
448                         defaultskin = stof(substring(defaultmodel, i+1, -1));
449                         defaultmodel = substring(defaultmodel, 0, i);
450                 }
451         }
452         if(autocvar_sv_defaultcharacterskin && !defaultskin)
453         {
454                 if(teamplay)
455                 {
456                         switch(player.team)
457                         {
458                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
459                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
460                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
461                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
462                         }
463                 }
464
465                 if(!defaultskin)
466                         defaultskin = autocvar_sv_defaultplayerskin;
467         }
468
469         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
470         defaultmodel = M_ARGV(0, string);
471         defaultskin = M_ARGV(1, int);
472
473         bool chmdl = false;
474         int oldskin;
475         if(defaultmodel != "")
476         {
477                 if (defaultmodel != player.model)
478                 {
479                         vector m1 = player.mins;
480                         vector m2 = player.maxs;
481                         setplayermodel (player, defaultmodel);
482                         setsize (player, m1, m2);
483                         chmdl = true;
484                 }
485
486                 oldskin = player.skin;
487                 player.skin = defaultskin;
488         } else {
489                 if (player.playermodel != player.model || player.playermodel == "")
490                 {
491                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
492                         vector m1 = player.mins;
493                         vector m2 = player.maxs;
494                         setplayermodel (player, player.playermodel);
495                         setsize (player, m1, m2);
496                         chmdl = true;
497                 }
498
499                 if(!autocvar_sv_defaultcharacterskin)
500                 {
501                         oldskin = player.skin;
502                         player.skin = stof(player.playerskin);
503                 }
504                 else
505                 {
506                         oldskin = player.skin;
507                         player.skin = defaultskin;
508                 }
509         }
510
511         if(chmdl || oldskin != player.skin) // model or skin has changed
512         {
513                 player.species = player_getspecies(player); // update species
514                 if(!autocvar_g_debug_globalsounds)
515                         UpdatePlayerSounds(player); // update skin sounds
516         }
517
518         if(!teamplay)
519                 if(strlen(autocvar_sv_defaultplayercolors))
520                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
521                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
522 }
523
524 void PutPlayerInServer(entity this)
525 {
526         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
527
528         PlayerState_attach(this);
529         accuracy_resend(this);
530
531         if (this.team < 0)
532                 TeamBalance_JoinBestTeam(this);
533
534         entity spot = SelectSpawnPoint(this, false);
535         if (!spot) {
536                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
537                 return; // spawn failed
538         }
539
540         TRANSMUTE(Player, this);
541
542         CS(this).wasplayer = true;
543         this.iscreature = true;
544         this.teleportable = TELEPORT_NORMAL;
545         if(!this.damagedbycontents)
546                 IL_PUSH(g_damagedbycontents, this);
547         this.damagedbycontents = true;
548         set_movetype(this, MOVETYPE_WALK);
549         this.solid = SOLID_SLIDEBOX;
550         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
551         if (autocvar_g_playerclip_collisions)
552                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
553         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
554                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
555         this.frags = FRAGS_PLAYER;
556         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
557         this.flags = FL_CLIENT | FL_PICKUPITEMS;
558         if (autocvar__notarget)
559                 this.flags |= FL_NOTARGET;
560         this.takedamage = DAMAGE_AIM;
561         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
562
563         if (warmup_stage) {
564                 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
565                 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
566                 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
567                 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
568                 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
569                 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
570                 SetResource(this, RES_HEALTH, warmup_start_health);
571                 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
572                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
573         } else {
574                 SetResource(this, RES_SHELLS, start_ammo_shells);
575                 SetResource(this, RES_BULLETS, start_ammo_nails);
576                 SetResource(this, RES_ROCKETS, start_ammo_rockets);
577                 SetResource(this, RES_CELLS, start_ammo_cells);
578                 SetResource(this, RES_PLASMA, start_ammo_plasma);
579                 SetResource(this, RES_FUEL, start_ammo_fuel);
580                 SetResource(this, RES_HEALTH, start_health);
581                 SetResource(this, RES_ARMOR, start_armorvalue);
582                 STAT(WEAPONS, this) = start_weapons;
583                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
584                 {
585                         GiveRandomWeapons(this, random_start_weapons_count,
586                                 autocvar_g_random_start_weapons, random_start_ammo);
587                 }
588         }
589         SetSpectatee_status(this, 0);
590
591         PS(this).dual_weapons = '0 0 0';
592
593         STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
594
595         this.items = start_items;
596
597         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
598         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
599         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
600         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
601         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
602         if (!sv_ready_restart_after_countdown && time < game_starttime)
603         {
604                 float f = game_starttime - time;
605                 this.spawnshieldtime += f;
606                 this.pauserotarmor_finished += f;
607                 this.pauserothealth_finished += f;
608                 this.pauseregen_finished += f;
609         }
610
611         this.damageforcescale = autocvar_g_player_damageforcescale;
612         this.death_time = 0;
613         this.respawn_flags = 0;
614         this.respawn_time = 0;
615         STAT(RESPAWN_TIME, this) = 0;
616         bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
617         this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
618         this.fade_time = 0;
619         this.pain_finished = 0;
620         this.pushltime = 0;
621         setthink(this, func_null); // players have no think function
622         this.nextthink = 0;
623         this.dmg_team = 0;
624         PS(this).ballistics_density = autocvar_g_ballistics_density_player;
625
626         this.deadflag = DEAD_NO;
627
628         this.angles = spot.angles;
629         this.angles_z = 0; // never spawn tilted even if the spot says to
630         if (IS_BOT_CLIENT(this))
631         {
632                 this.v_angle = this.angles;
633                 bot_aim_reset(this);
634         }
635         this.fixangle = true; // turn this way immediately
636         this.oldvelocity = this.velocity = '0 0 0';
637         this.avelocity = '0 0 0';
638         this.punchangle = '0 0 0';
639         this.punchvector = '0 0 0';
640
641         STAT(STRENGTH_FINISHED, this) = 0;
642         STAT(INVINCIBLE_FINISHED, this) = 0;
643         this.fire_endtime = -1;
644         STAT(REVIVE_PROGRESS, this) = 0;
645         this.revival_time = 0;
646
647         // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
648         STAT(BUFFS, this) = 0;
649         STAT(BUFF_TIME, this) = 0;
650
651         STAT(AIR_FINISHED, this) = 0;
652         this.waterlevel = WATERLEVEL_NONE;
653         this.watertype = CONTENT_EMPTY;
654
655         entity spawnevent = new_pure(spawnevent);
656         spawnevent.owner = this;
657         Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
658
659         // Cut off any still running player sounds.
660         stopsound(this, CH_PLAYER_SINGLE);
661
662         this.model = "";
663         FixPlayermodel(this);
664         this.drawonlytoclient = NULL;
665
666         this.viewloc = NULL;
667
668         for(int slot = 0; slot < MAX_AXH; ++slot)
669         {
670                 entity axh = this.(AuxiliaryXhair[slot]);
671                 this.(AuxiliaryXhair[slot]) = NULL;
672
673                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
674                         delete(axh);
675         }
676
677         this.spawnpoint_targ = NULL;
678
679         UNSET_DUCKED(this);
680         this.view_ofs = STAT(PL_VIEW_OFS, this);
681         setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
682         this.spawnorigin = spot.origin;
683         setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
684         // don't reset back to last position, even if new position is stuck in solid
685         this.oldorigin = this.origin;
686         if(this.conveyor)
687                 IL_REMOVE(g_conveyed, this);
688         this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
689         if(this.swampslug)
690                 IL_REMOVE(g_swamped, this);
691         this.swampslug = NULL;
692         this.swamp_interval = 0;
693         if(this.ladder_entity)
694                 IL_REMOVE(g_ladderents, this);
695         this.ladder_entity = NULL;
696         IL_EACH(g_counters, it.realowner == this,
697         {
698                 delete(it);
699         });
700         STAT(HUD, this) = HUD_NORMAL;
701
702         this.event_damage = PlayerDamage;
703         this.event_heal = PlayerHeal;
704
705         this.draggable = func_null;
706
707         if(!this.bot_attack)
708                 IL_PUSH(g_bot_targets, this);
709         this.bot_attack = true;
710         if(!this.monster_attack)
711                 IL_PUSH(g_monster_targets, this);
712         this.monster_attack = true;
713         navigation_dynamicgoal_init(this, false);
714
715         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
716
717         // player was spectator
718         if (CS(this).killcount == FRAGS_SPECTATOR) {
719                 PlayerScore_Clear(this);
720                 CS(this).killcount = 0;
721                 CS(this).startplaytime = time;
722         }
723
724         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
725         {
726                 .entity weaponentity = weaponentities[slot];
727                 CL_SpawnWeaponentity(this, weaponentity);
728         }
729         this.alpha = default_player_alpha;
730         this.colormod = '1 1 1' * autocvar_g_player_brightness;
731         this.exteriorweaponentity.alpha = default_weapon_alpha;
732
733         this.speedrunning = false;
734
735         this.counter_cnt = 0;
736         this.fragsfilter_cnt = 0;
737
738         target_voicescript_clear(this);
739
740         // reset fields the weapons may use
741         FOREACH(Weapons, true, {
742                 it.wr_resetplayer(it, this);
743                         // reload all reloadable weapons
744                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
745                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
746                         {
747                                 .entity weaponentity = weaponentities[slot];
748                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
749                         }
750                 }
751         });
752
753         {
754                 string s = spot.target;
755                 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
756                         spot.target = string_null;
757                 SUB_UseTargets(spot, this, NULL);
758                 if(g_assault || g_race)
759                         spot.target = s;
760         }
761
762         Unfreeze(this, false);
763
764         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
765
766         if (autocvar_spawn_debug)
767         {
768                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
769                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
770         }
771
772         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
773         {
774                 .entity weaponentity = weaponentities[slot];
775                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
776                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
777                 else
778                         this.(weaponentity).m_switchweapon = WEP_Null;
779                 this.(weaponentity).m_weapon = WEP_Null;
780                 this.(weaponentity).weaponname = "";
781                 this.(weaponentity).m_switchingweapon = WEP_Null;
782                 this.(weaponentity).cnt = -1;
783         }
784
785         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
786
787         if (CS(this).impulse) ImpulseCommands(this);
788
789         W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
790         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
791         {
792                 .entity weaponentity = weaponentities[slot];
793                 W_WeaponFrame(this, weaponentity);
794         }
795
796         if (!warmup_stage && !this.alivetime)
797                 this.alivetime = time;
798
799         antilag_clear(this, CS(this));
800 }
801
802 /** Called when a client spawns in the server */
803 void PutClientInServer(entity this)
804 {
805         if (IS_BOT_CLIENT(this)) {
806                 TRANSMUTE(Player, this);
807         } else if (IS_REAL_CLIENT(this)) {
808                 msg_entity = this;
809                 WriteByte(MSG_ONE, SVC_SETVIEW);
810                 WriteEntity(MSG_ONE, this);
811         }
812         if (game_stopped)
813                 TRANSMUTE(Observer, this);
814
815         SetSpectatee(this, NULL);
816
817         // reset player keys
818         if(PS(this))
819                 PS(this).itemkeys = 0;
820
821         MUTATOR_CALLHOOK(PutClientInServer, this);
822
823         if (IS_OBSERVER(this)) {
824                 PutObserverInServer(this);
825         } else if (IS_PLAYER(this)) {
826                 PutPlayerInServer(this);
827         }
828 }
829
830 // TODO do we need all these fields, or should we stop autodetecting runtime
831 // changes and just have a console command to update this?
832 bool ClientInit_SendEntity(entity this, entity to, int sf)
833 {
834         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
835         return = true;
836         msg_entity = to;
837         // MSG_INIT replacement
838         // TODO: make easier to use
839         Registry_send_all();
840         W_PROP_reload(MSG_ONE, to);
841         ClientInit_misc(this);
842         MUTATOR_CALLHOOK(Ent_Init);
843 }
844 void ClientInit_misc(entity this)
845 {
846         int channel = MSG_ONE;
847         WriteHeader(channel, ENT_CLIENT_INIT);
848         WriteByte(channel, g_nexball_meter_period * 32);
849         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
850         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
851         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
852         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
853         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
854         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
855         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
856         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
857
858         if(autocvar_sv_foginterval && world.fog != "")
859                 WriteString(channel, world.fog);
860         else
861                 WriteString(channel, "");
862         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
863         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
864         WriteByte(channel, serverflags);
865         WriteCoord(channel, autocvar_g_trueaim_minrange);
866 }
867
868 void ClientInit_CheckUpdate(entity this)
869 {
870         this.nextthink = time;
871         if(this.count != autocvar_g_balance_armor_blockpercent)
872         {
873                 this.count = autocvar_g_balance_armor_blockpercent;
874                 this.SendFlags |= 1;
875         }
876         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
877         {
878                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
879                 this.SendFlags |= 1;
880         }
881 }
882
883 void ClientInit_Spawn()
884 {
885         entity e = new_pure(clientinit);
886         setthink(e, ClientInit_CheckUpdate);
887         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
888
889         ClientInit_CheckUpdate(e);
890 }
891
892 /*
893 =============
894 SetNewParms
895 =============
896 */
897 void SetNewParms ()
898 {
899         // initialize parms for a new player
900         parm1 = -(86400 * 366);
901
902         MUTATOR_CALLHOOK(SetNewParms);
903 }
904
905 /*
906 =============
907 SetChangeParms
908 =============
909 */
910 void SetChangeParms (entity this)
911 {
912         // save parms for level change
913         parm1 = CS(this).parm_idlesince - time;
914
915         MUTATOR_CALLHOOK(SetChangeParms);
916 }
917
918 /*
919 =============
920 DecodeLevelParms
921 =============
922 */
923 void DecodeLevelParms(entity this)
924 {
925         // load parms
926         CS(this).parm_idlesince = parm1;
927         if (CS(this).parm_idlesince == -(86400 * 366))
928                 CS(this).parm_idlesince = time;
929
930         // whatever happens, allow 60 seconds of idling directly after connect for map loading
931         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
932
933         MUTATOR_CALLHOOK(DecodeLevelParms);
934 }
935
936 void FixClientCvars(entity e)
937 {
938         // send prediction settings to the client
939         stuffcmd(e, "\nin_bindmap 0 0\n");
940         if(autocvar_g_antilag == 3) // client side hitscan
941                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
942         if(autocvar_sv_gentle)
943                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
944
945         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
946         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
947
948         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
949
950         MUTATOR_CALLHOOK(FixClientCvars, e);
951 }
952
953 bool findinlist_abbrev(string tofind, string list)
954 {
955         if(list == "" || tofind == "")
956                 return false; // empty list or search, just return
957
958         // this function allows abbreviated strings!
959         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
960         {
961                 return true;
962         });
963
964         return false;
965 }
966
967 bool PlayerInIPList(entity p, string iplist)
968 {
969         // some safety checks (never allow local?)
970         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
971                 return false;
972
973         return findinlist_abbrev(p.netaddress, iplist);
974 }
975
976 bool PlayerInIDList(entity p, string idlist)
977 {
978         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
979         if(!p.crypto_idfp)
980                 return false;
981
982         return findinlist_abbrev(p.crypto_idfp, idlist);
983 }
984
985 bool PlayerInList(entity player, string list)
986 {
987         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
988 }
989
990 #ifdef DP_EXT_PRECONNECT
991 /*
992 =============
993 ClientPreConnect
994
995 Called once (not at each match start) when a client begins a connection to the server
996 =============
997 */
998 void ClientPreConnect(entity this)
999 {
1000         if(autocvar_sv_eventlog)
1001         {
1002                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1003                         this.playerid,
1004                         etof(this),
1005                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1006                 ));
1007         }
1008 }
1009 #endif
1010
1011 string GetClientVersionMessage(entity this)
1012 {
1013         if (CS(this).version_mismatch) {
1014                 if(CS(this).version < autocvar_gameversion) {
1015                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1016                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1017                 } else {
1018                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1019                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1020                 }
1021         } else {
1022                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1023         }
1024 }
1025
1026 string getwelcomemessage(entity this)
1027 {
1028         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1029         string modifications = M_ARGV(0, string);
1030
1031         if(g_weaponarena)
1032         {
1033                 if(g_weaponarena_random)
1034                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1035                 else
1036                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1037         }
1038         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1039                 modifications = strcat(modifications, ", No start weapons");
1040         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1041                 modifications = strcat(modifications, ", Low gravity");
1042         if(g_weapon_stay && !g_cts)
1043                 modifications = strcat(modifications, ", Weapons stay");
1044         if(autocvar_g_jetpack)
1045                 modifications = strcat(modifications, ", Jet pack");
1046         if(autocvar_g_powerups == 0)
1047                 modifications = strcat(modifications, ", No powerups");
1048         if(autocvar_g_powerups > 0)
1049                 modifications = strcat(modifications, ", Powerups");
1050         modifications = substring(modifications, 2, strlen(modifications) - 2);
1051
1052         string versionmessage = GetClientVersionMessage(this);
1053         string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1054
1055         s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1056
1057         if(modifications != "")
1058                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1059
1060         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1061         {
1062                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1063                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1064         }
1065
1066         if (cache_mutatormsg != "") {
1067                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1068         }
1069
1070         string mutator_msg = "";
1071         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1072         mutator_msg = M_ARGV(0, string);
1073
1074         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1075
1076         string motd = autocvar_sv_motd;
1077         if (motd != "") {
1078                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1079         }
1080         return s;
1081 }
1082
1083 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1084
1085 /**
1086 =============
1087 ClientConnect
1088
1089 Called when a client connects to the server
1090 =============
1091 */
1092 void ClientConnect(entity this)
1093 {
1094         if (Ban_MaybeEnforceBanOnce(this)) return;
1095         assert(!IS_CLIENT(this), return);
1096         this.flags |= FL_CLIENT;
1097         assert(player_count >= 0, player_count = 0);
1098
1099         TRANSMUTE(Client, this);
1100         CS(this).version_nagtime = time + 10 + random() * 10;
1101
1102         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1103
1104         bot_clientconnect(this);
1105
1106         Player_DetermineForcedTeam(this);
1107
1108         TRANSMUTE(Observer, this);
1109
1110         PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1111
1112         // always track bots, don't ask for cl_allow_uidtracking
1113         if (IS_BOT_CLIENT(this))
1114                 PlayerStats_GameReport_AddPlayer(this);
1115         else
1116                 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1117
1118         if (autocvar_sv_eventlog)
1119                 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1120
1121         CS(this).just_joined = true;  // stop spamming the eventlog with additional lines when the client connects
1122
1123         stuffcmd(this, clientstuff, "\n");
1124         stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1125
1126         FixClientCvars(this);
1127
1128         // get version info from player
1129         stuffcmd(this, "cmd clientversion $gameversion\n");
1130
1131         // notify about available teams
1132         if (teamplay)
1133         {
1134                 entity balance = TeamBalance_CheckAllowedTeams(this);
1135                 int t = TeamBalance_GetAllowedTeams(balance);
1136                 TeamBalance_Destroy(balance);
1137                 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1138         }
1139         else
1140         {
1141                 stuffcmd(this, "set _teams_available 0\n");
1142         }
1143
1144         bot_relinkplayerlist();
1145
1146         CS(this).spectatortime = time;
1147         if (blockSpectators)
1148         {
1149                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1150         }
1151
1152         CS(this).jointime = time;
1153
1154         if (IS_REAL_CLIENT(this))
1155         {
1156                 if (g_weaponarena_weapons == WEPSET(TUBA))
1157                         stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1158         }
1159
1160         if (!autocvar_sv_foginterval && world.fog != "")
1161                 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1162
1163         if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1164                 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1165                         send_CSQC_teamnagger();
1166
1167         CSQCMODEL_AUTOINIT(this);
1168
1169         CS(this).model_randomizer = random();
1170
1171         if (IS_REAL_CLIENT(this))
1172                 sv_notice_join(this);
1173
1174         this.move_qcphysics = autocvar_sv_qcphysics;
1175
1176         // update physics stats (players can spawn before physics runs)
1177         Physics_UpdateStats(this);
1178
1179         IL_EACH(g_initforplayer, it.init_for_player, {
1180                 it.init_for_player(it, this);
1181         });
1182
1183         Handicap_Initialize(this);
1184
1185         MUTATOR_CALLHOOK(ClientConnect, this);
1186
1187         if (IS_REAL_CLIENT(this))
1188         {
1189                 if (!autocvar_g_campaign && !IS_PLAYER(this))
1190                 {
1191                         CS(this).motd_actived_time = -1;
1192                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1193                 }
1194         }
1195 }
1196 /*
1197 =============
1198 ClientDisconnect
1199
1200 Called when a client disconnects from the server
1201 =============
1202 */
1203 .entity chatbubbleentity;
1204 void ClientDisconnect(entity this)
1205 {
1206         assert(IS_CLIENT(this), return);
1207
1208         PlayerStats_GameReport_FinalizePlayer(this);
1209         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1210         if (CS(this).active_minigame) part_minigame(this);
1211         if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1212
1213         if (autocvar_sv_eventlog)
1214                 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1215
1216         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1217
1218         if(IS_SPEC(this))
1219                 SetSpectatee(this, NULL);
1220
1221         MUTATOR_CALLHOOK(ClientDisconnect, this);
1222
1223         strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1224         strfree(CS_CVAR(this).weaponorder_byimpulse);
1225         ClientState_detach(this);
1226
1227         Portal_ClearAll(this);
1228
1229         Unfreeze(this, false);
1230
1231         RemoveGrapplingHooks(this);
1232
1233         // Here, everything has been done that requires this player to be a client.
1234
1235         this.flags &= ~FL_CLIENT;
1236
1237         if (this.chatbubbleentity) delete(this.chatbubbleentity);
1238         if (this.killindicator) delete(this.killindicator);
1239
1240         IL_EACH(g_counters, it.realowner == this,
1241         {
1242                 delete(it);
1243         });
1244
1245         WaypointSprite_PlayerGone(this);
1246
1247         bot_relinkplayerlist();
1248
1249         strfree(this.clientstatus);
1250         if (this.personal) delete(this.personal);
1251
1252         this.playerid = 0;
1253         ReadyCount();
1254         if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1255
1256         ONREMOVE(this);
1257 }
1258
1259 void ChatBubbleThink(entity this)
1260 {
1261         this.nextthink = time;
1262         if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1263         {
1264                 if(this.owner) // but why can that ever be NULL?
1265                         this.owner.chatbubbleentity = NULL;
1266                 delete(this);
1267                 return;
1268         }
1269
1270         this.mdl = "";
1271
1272         if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1273         {
1274                 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1275                         this.mdl = "models/sprites/minigame_busy.iqm";
1276                 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1277                         this.mdl = "models/misc/chatbubble.spr";
1278         }
1279
1280         if ( this.model != this.mdl )
1281                 _setmodel(this, this.mdl);
1282
1283 }
1284
1285 void UpdateChatBubble(entity this)
1286 {
1287         if (this.alpha < 0)
1288                 return;
1289         // spawn a chatbubble entity if needed
1290         if (!this.chatbubbleentity)
1291         {
1292                 this.chatbubbleentity = new(chatbubbleentity);
1293                 this.chatbubbleentity.owner = this;
1294                 this.chatbubbleentity.exteriormodeltoclient = this;
1295                 setthink(this.chatbubbleentity, ChatBubbleThink);
1296                 this.chatbubbleentity.nextthink = time;
1297                 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1298                 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1299                 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1300                 setattachment(this.chatbubbleentity, this, "");  // sticks to moving player better, also conserves bandwidth
1301                 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1302                 //this.chatbubbleentity.model = "";
1303                 this.chatbubbleentity.effects = EF_LOWPRECISION;
1304         }
1305 }
1306
1307 void calculate_player_respawn_time(entity this)
1308 {
1309         if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1310                 return;
1311
1312         float gametype_setting_tmp;
1313         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1314         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1315         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1316         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1317         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1318         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1319
1320         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
1321         if (teamplay)
1322         {
1323                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1324                         if(it.team == this.team)
1325                                 ++pcount;
1326                 });
1327                 if (sdelay_small_count == 0)
1328                         sdelay_small_count = 1;
1329                 if (sdelay_large_count == 0)
1330                         sdelay_large_count = 1;
1331         }
1332         else
1333         {
1334                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1335                         ++pcount;
1336                 });
1337                 if (sdelay_small_count == 0)
1338                 {
1339                         if (IS_INDEPENDENT_PLAYER(this))
1340                         {
1341                                 // Players play independently. No point in requiring enemies.
1342                                 sdelay_small_count = 1;
1343                         }
1344                         else
1345                         {
1346                                 // Players play AGAINST each other. Enemies required.
1347                                 sdelay_small_count = 2;
1348                         }
1349                 }
1350                 if (sdelay_large_count == 0)
1351                 {
1352                         if (IS_INDEPENDENT_PLAYER(this))
1353                         {
1354                                 // Players play independently. No point in requiring enemies.
1355                                 sdelay_large_count = 1;
1356                         }
1357                         else
1358                         {
1359                                 // Players play AGAINST each other. Enemies required.
1360                                 sdelay_large_count = 2;
1361                         }
1362                 }
1363         }
1364
1365         float sdelay;
1366
1367         if (pcount <= sdelay_small_count)
1368                 sdelay = sdelay_small;
1369         else if (pcount >= sdelay_large_count)
1370                 sdelay = sdelay_large;
1371         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1372                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1373
1374         if(waves)
1375                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1376         else
1377                 this.respawn_time = time + sdelay;
1378
1379         if(sdelay < sdelay_max)
1380                 this.respawn_time_max = time + sdelay_max;
1381         else
1382                 this.respawn_time_max = this.respawn_time;
1383
1384         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1385                 this.respawn_countdown = 10; // first number to count down from is 10
1386         else
1387                 this.respawn_countdown = -1; // do not count down
1388
1389         if(autocvar_g_forced_respawn)
1390                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1391 }
1392
1393 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1394 // added to the model skins
1395 /*void UpdateColorModHack()
1396 {
1397         float c;
1398         c = this.clientcolors & 15;
1399         // LordHavoc: only bothering to support white, green, red, yellow, blue
1400              if (!teamplay) this.colormod = '0 0 0';
1401         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1402         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1403         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1404         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1405         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1406         else this.colormod = '1 1 1';
1407 }*/
1408
1409 void respawn(entity this)
1410 {
1411         bool damagedbycontents_prev = this.damagedbycontents;
1412         if(this.alpha >= 0)
1413         {
1414                 if(autocvar_g_respawn_ghosts)
1415                 {
1416                         this.solid = SOLID_NOT;
1417                         this.takedamage = DAMAGE_NO;
1418                         this.damagedbycontents = false;
1419                         set_movetype(this, MOVETYPE_FLY);
1420                         this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1421                         this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1422                         this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1423                         this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1424                         Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1425                         if(autocvar_g_respawn_ghosts_time > 0)
1426                                 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1427                 }
1428                 else
1429                         SUB_SetFade (this, time, 1); // fade out the corpse immediately
1430         }
1431
1432         CopyBody(this, 1);
1433         this.damagedbycontents = damagedbycontents_prev;
1434
1435         this.effects |= EF_NODRAW; // prevent another CopyBody
1436         PutClientInServer(this);
1437 }
1438
1439 void play_countdown(entity this, float finished, Sound samp)
1440 {
1441         TC(Sound, samp);
1442         if(IS_REAL_CLIENT(this))
1443                 if(floor(finished - time - frametime) != floor(finished - time))
1444                         if(finished - time < 6)
1445                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1446 }
1447
1448 void player_powerups_remove_all(entity this)
1449 {
1450         if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1451         {
1452                 if (time > game_starttime + 1)
1453                         sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1454                 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1455                 this.items &= ~ITEM_Strength.m_itemid;
1456                 this.items &= ~ITEM_Shield.m_itemid;
1457                 this.items -= (this.items & IT_SUPERWEAPON);
1458         }
1459 }
1460
1461 void player_powerups(entity this)
1462 {
1463         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1464                 this.modelflags |= MF_ROCKET;
1465         else
1466                 this.modelflags &= ~MF_ROCKET;
1467
1468         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1469
1470         if (IS_DEAD(this))
1471                 player_powerups_remove_all(this);
1472
1473         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1474                 return;
1475
1476         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1477         int items_prev = this.items;
1478
1479         Fire_ApplyDamage(this);
1480         Fire_ApplyEffect(this);
1481
1482         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1483         {
1484                 if (this.items & ITEM_Strength.m_itemid)
1485                 {
1486                         play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1487                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1488                         if (time > STAT(STRENGTH_FINISHED, this))
1489                         {
1490                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1491                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1492                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1493                         }
1494                 }
1495                 else
1496                 {
1497                         if (time < STAT(STRENGTH_FINISHED, this))
1498                         {
1499                                 this.items = this.items | ITEM_Strength.m_itemid;
1500                                 if(!g_cts)
1501                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1502                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1503                         }
1504                 }
1505                 if (this.items & ITEM_Shield.m_itemid)
1506                 {
1507                         play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1508                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1509                         if (time > STAT(INVINCIBLE_FINISHED, this))
1510                         {
1511                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1512                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1513                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1514                         }
1515                 }
1516                 else
1517                 {
1518                         if (time < STAT(INVINCIBLE_FINISHED, this))
1519                         {
1520                                 this.items = this.items | ITEM_Shield.m_itemid;
1521                                 if(!g_cts)
1522                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1523                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1524                         }
1525                 }
1526                 if (this.items & IT_SUPERWEAPON)
1527                 {
1528                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1529                         {
1530                                 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1531                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1532                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1533                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1534                         }
1535                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1536                         {
1537                                 // don't let them run out
1538                         }
1539                         else
1540                         {
1541                                 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1542                                 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1543                                 {
1544                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1545                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1546                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1547                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1548                                 }
1549                         }
1550                 }
1551                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1552                 {
1553                         if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1554                         {
1555                                 this.items = this.items | IT_SUPERWEAPON;
1556                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1557                                 {
1558                                         if(!g_cts)
1559                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1560                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1561                                 }
1562                         }
1563                         else
1564                         {
1565                                 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1566                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1567                         }
1568                 }
1569                 else
1570                 {
1571                         STAT(SUPERWEAPONS_FINISHED, this) = 0;
1572                 }
1573         }
1574
1575         if(autocvar_g_nodepthtestplayers)
1576                 this.effects = this.effects | EF_NODEPTHTEST;
1577
1578         if(autocvar_g_fullbrightplayers)
1579                 this.effects = this.effects | EF_FULLBRIGHT;
1580
1581         if (time >= game_starttime)
1582         if (time < this.spawnshieldtime)
1583                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1584
1585         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1586 }
1587
1588 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1589 {
1590         if(current > stable)
1591                 return current;
1592         else if(current > stable - 0.25) // when close enough, "snap"
1593                 return stable;
1594         else
1595                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1596 }
1597
1598 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1599 {
1600         if(current < stable)
1601                 return current;
1602         else if(current < stable + 0.25) // when close enough, "snap"
1603                 return stable;
1604         else
1605                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1606 }
1607
1608 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)
1609 {
1610         float old = GetResource(this, res);
1611         float current = old;
1612         if(current > rotstable)
1613         {
1614                 if(rotframetime > 0)
1615                 {
1616                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1617                         current = max(rotstable, current - rotlinear * rotframetime);
1618                 }
1619         }
1620         else if(current < regenstable)
1621         {
1622                 if(regenframetime > 0)
1623                 {
1624                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1625                         current = min(regenstable, current + regenlinear * regenframetime);
1626                 }
1627         }
1628
1629         float limit = GetResourceLimit(this, res) * limit_mod;
1630         if(current > limit)
1631                 current = limit;
1632
1633         if (current != old)
1634                 SetResource(this, res, current);
1635 }
1636
1637 void player_regen(entity this)
1638 {
1639         float max_mod, regen_mod, rot_mod, limit_mod;
1640         max_mod = regen_mod = rot_mod = limit_mod = 1;
1641
1642         float regen_health = autocvar_g_balance_health_regen;
1643         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1644         float regen_health_rot = autocvar_g_balance_health_rot;
1645         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1646         float regen_health_stable = autocvar_g_balance_health_regenstable;
1647         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1648         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1649                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1650         max_mod = M_ARGV(1, float);
1651         regen_mod = M_ARGV(2, float);
1652         rot_mod = M_ARGV(3, float);
1653         limit_mod = M_ARGV(4, float);
1654         regen_health = M_ARGV(5, float);
1655         regen_health_linear = M_ARGV(6, float);
1656         regen_health_rot = M_ARGV(7, float);
1657         regen_health_rotlinear = M_ARGV(8, float);
1658         regen_health_stable = M_ARGV(9, float);
1659         regen_health_rotstable = M_ARGV(10, float);
1660
1661         if(!mutator_returnvalue)
1662         if(!STAT(FROZEN, this))
1663         {
1664                 float maxa = autocvar_g_balance_armor_rotstable;
1665                 float mina = autocvar_g_balance_armor_regenstable;
1666
1667                 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1668                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1669                         rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1670
1671                 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1672                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1673                         rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1674         }
1675
1676         // if player rotted to death...  die!
1677         // check this outside above checks, as player may still be able to rot to death
1678         if(GetResource(this, RES_HEALTH) < 1)
1679         {
1680                 if(this.vehicle)
1681                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1682                 if(this.event_damage)
1683                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1684         }
1685
1686         if (!(this.items & IT_UNLIMITED_AMMO))
1687         {
1688                 float maxf = autocvar_g_balance_fuel_rotstable;
1689                 float minf = autocvar_g_balance_fuel_regenstable;
1690
1691                 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1692                         frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1693                         maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1694         }
1695 }
1696
1697 bool zoomstate_set;
1698 void SetZoomState(entity this, float newzoom)
1699 {
1700         if(newzoom != CS(this).zoomstate)
1701         {
1702                 CS(this).zoomstate = newzoom;
1703                 ClientData_Touch(this);
1704         }
1705         zoomstate_set = true;
1706 }
1707
1708 void GetPressedKeys(entity this)
1709 {
1710         MUTATOR_CALLHOOK(GetPressedKeys, this);
1711         if (game_stopped)
1712         {
1713                 CS(this).pressedkeys = 0;
1714                 STAT(PRESSED_KEYS, this) = 0;
1715                 return;
1716         }
1717
1718         // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1719         int keys = STAT(PRESSED_KEYS, this);
1720         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1721         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1722         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1723         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1724
1725         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1726         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
1727         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1728         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1729         CS(this).pressedkeys = keys; // store for other users
1730
1731         STAT(PRESSED_KEYS, this) = keys;
1732 }
1733
1734 /*
1735 ======================
1736 spectate mode routines
1737 ======================
1738 */
1739
1740 void SpectateCopy(entity this, entity spectatee)
1741 {
1742         TC(Client, this); TC(Client, spectatee);
1743
1744         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1745         PS(this) = PS(spectatee);
1746         this.armortype = spectatee.armortype;
1747         SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1748         SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1749         SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1750         SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1751         SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1752         SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1753         SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1754         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1755         SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1756         CS(this).impulse = 0;
1757         this.disableclientprediction = 1; // no need to run prediction on a spectator
1758         this.items = spectatee.items;
1759         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1760         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1761         STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1762         STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1763         STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1764         STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1765         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1766         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1767         this.punchangle = spectatee.punchangle;
1768         this.view_ofs = spectatee.view_ofs;
1769         this.velocity = spectatee.velocity;
1770         this.dmg_take = spectatee.dmg_take;
1771         this.dmg_save = spectatee.dmg_save;
1772         this.dmg_inflictor = spectatee.dmg_inflictor;
1773         this.v_angle = spectatee.v_angle;
1774         this.angles = spectatee.v_angle;
1775         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1776         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1777         this.viewloc = spectatee.viewloc;
1778         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1779                 this.fixangle = true;
1780         setorigin(this, spectatee.origin);
1781         setsize(this, spectatee.mins, spectatee.maxs);
1782         SetZoomState(this, CS(spectatee).zoomstate);
1783
1784     anticheat_spectatecopy(this, spectatee);
1785         STAT(HUD, this) = STAT(HUD, spectatee);
1786         if(spectatee.vehicle)
1787     {
1788         this.angles = spectatee.v_angle;
1789
1790         //this.fixangle = false;
1791         //this.velocity = spectatee.vehicle.velocity;
1792         this.vehicle_health = spectatee.vehicle_health;
1793         this.vehicle_shield = spectatee.vehicle_shield;
1794         this.vehicle_energy = spectatee.vehicle_energy;
1795         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1796         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1797         this.vehicle_reload1 = spectatee.vehicle_reload1;
1798         this.vehicle_reload2 = spectatee.vehicle_reload2;
1799
1800         //msg_entity = this;
1801
1802        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1803             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1804            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1805            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1806
1807         //WriteByte (MSG_ONE, SVC_SETVIEW);
1808         //    WriteEntity(MSG_ONE, this);
1809         //makevectors(spectatee.v_angle);
1810         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1811     }
1812 }
1813
1814 bool SpectateUpdate(entity this)
1815 {
1816         if(!this.enemy)
1817                 return false;
1818
1819         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1820         {
1821                 SetSpectatee(this, NULL);
1822                 return false;
1823         }
1824
1825         SpectateCopy(this, this.enemy);
1826
1827         return true;
1828 }
1829
1830 bool SpectateSet(entity this)
1831 {
1832         if(!IS_PLAYER(this.enemy))
1833                 return false;
1834
1835         ClientData_Touch(this.enemy);
1836
1837         msg_entity = this;
1838         WriteByte(MSG_ONE, SVC_SETVIEW);
1839         WriteEntity(MSG_ONE, this.enemy);
1840         set_movetype(this, MOVETYPE_NONE);
1841         accuracy_resend(this);
1842
1843         if(!SpectateUpdate(this))
1844                 PutObserverInServer(this);
1845
1846         return true;
1847 }
1848
1849 void SetSpectatee_status(entity this, int spectatee_num)
1850 {
1851         int oldspectatee_status = CS(this).spectatee_status;
1852         CS(this).spectatee_status = spectatee_num;
1853
1854         if (CS(this).spectatee_status != oldspectatee_status)
1855         {
1856                 if (STAT(PRESSED_KEYS, this))
1857                 {
1858                         CS(this).pressedkeys = 0;
1859                         STAT(PRESSED_KEYS, this) = 0;
1860                 }
1861                 ClientData_Touch(this);
1862                 if (g_race || g_cts) race_InitSpectator();
1863         }
1864 }
1865
1866 void SetSpectatee(entity this, entity spectatee)
1867 {
1868         if(IS_BOT_CLIENT(this))
1869                 return; // bots abuse .enemy, this code is useless to them
1870
1871         entity old_spectatee = this.enemy;
1872
1873         this.enemy = spectatee;
1874
1875         // WEAPONTODO
1876         // these are required to fix the spectator bug with arc
1877         if(old_spectatee)
1878         {
1879                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1880                 {
1881                         .entity weaponentity = weaponentities[slot];
1882                         if(old_spectatee.(weaponentity).arc_beam)
1883                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1884                 }
1885         }
1886         if(this.enemy)
1887         {
1888                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1889                 {
1890                         .entity weaponentity = weaponentities[slot];
1891                         if(this.enemy.(weaponentity).arc_beam)
1892                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1893                 }
1894         }
1895
1896         if (this.enemy)
1897                 SetSpectatee_status(this, etof(this.enemy));
1898
1899         // needed to update spectator list
1900         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1901 }
1902
1903 bool Spectate(entity this, entity pl)
1904 {
1905         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1906                 return false;
1907         pl = M_ARGV(1, entity);
1908
1909         SetSpectatee(this, pl);
1910         return SpectateSet(this);
1911 }
1912
1913 bool SpectateNext(entity this)
1914 {
1915         entity ent = find(this.enemy, classname, STR_PLAYER);
1916
1917         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1918                 ent = M_ARGV(1, entity);
1919         else if (!ent)
1920                 ent = find(ent, classname, STR_PLAYER);
1921
1922         if(ent) { SetSpectatee(this, ent); }
1923
1924         return SpectateSet(this);
1925 }
1926
1927 bool SpectatePrev(entity this)
1928 {
1929         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1930         entity ent = findchain(classname, STR_PLAYER);
1931         if (!ent) // no player
1932                 return false;
1933
1934         entity first = ent;
1935         // skip players until current spectated player
1936         if(this.enemy)
1937         while(ent && ent != this.enemy)
1938                 ent = ent.chain;
1939
1940         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1941         {
1942                 case MUT_SPECPREV_FOUND:
1943                         ent = M_ARGV(1, entity);
1944                         break;
1945                 case MUT_SPECPREV_RETURN:
1946                         return true;
1947                 case MUT_SPECPREV_CONTINUE:
1948                 default:
1949                 {
1950                         if(ent.chain)
1951                                 ent = ent.chain;
1952                         else
1953                                 ent = first;
1954                         break;
1955                 }
1956         }
1957
1958         SetSpectatee(this, ent);
1959         return SpectateSet(this);
1960 }
1961
1962 /*
1963 =============
1964 ShowRespawnCountdown()
1965
1966 Update a respawn countdown display.
1967 =============
1968 */
1969 void ShowRespawnCountdown(entity this)
1970 {
1971         float number;
1972         if(!IS_DEAD(this)) // just respawned?
1973                 return;
1974         else
1975         {
1976                 number = ceil(this.respawn_time - time);
1977                 if(number <= 0)
1978                         return;
1979                 if(number <= this.respawn_countdown)
1980                 {
1981                         this.respawn_countdown = number - 1;
1982                         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
1983                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1984                 }
1985         }
1986 }
1987
1988 .bool team_selected;
1989 bool ShowTeamSelection(entity this)
1990 {
1991         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1992                 return false;
1993         stuffcmd(this, "menu_showteamselect\n");
1994         return true;
1995 }
1996 void Join(entity this)
1997 {
1998         TRANSMUTE(Player, this);
1999
2000         if(!this.team_selected)
2001         if(autocvar_g_campaign || autocvar_g_balance_teams)
2002                 TeamBalance_JoinBestTeam(this);
2003
2004         if(autocvar_g_campaign)
2005                 campaign_bots_may_start = true;
2006
2007         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2008
2009         PutClientInServer(this);
2010
2011         if(IS_PLAYER(this))
2012         if(teamplay && this.team != -1)
2013         {
2014         }
2015         else
2016                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2017         this.team_selected = false;
2018 }
2019
2020 int GetPlayerLimit()
2021 {
2022         if(g_duel)
2023                 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2024         int player_limit = autocvar_g_maxplayers;
2025         MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2026         player_limit = M_ARGV(0, int);
2027         return player_limit;
2028 }
2029
2030 /**
2031  * Determines whether the player is allowed to join. This depends on cvar
2032  * g_maxplayers, if it isn't used this function always return true, otherwise
2033  * it checks whether the number of currently playing players exceeds g_maxplayers.
2034  * @return int number of free slots for players, 0 if none
2035  */
2036 int nJoinAllowed(entity this, entity ignore)
2037 {
2038         if(!ignore)
2039         // this is called that way when checking if anyone may be able to join (to build qcstatus)
2040         // so report 0 free slots if restricted
2041         {
2042                 if(autocvar_g_forced_team_otherwise == "spectate")
2043                         return 0;
2044                 if(autocvar_g_forced_team_otherwise == "spectator")
2045                         return 0;
2046         }
2047
2048         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2049                 return 0; // forced spectators can never join
2050
2051         // TODO simplify this
2052         int totalClients = 0;
2053         int currentlyPlaying = 0;
2054         FOREACH_CLIENT(true, {
2055                 if(it != ignore)
2056                         ++totalClients;
2057                 if(IS_REAL_CLIENT(it))
2058                 if(IS_PLAYER(it) || it.caplayer)
2059                         ++currentlyPlaying;
2060         });
2061
2062         int player_limit = GetPlayerLimit();
2063
2064         int free_slots = 0;
2065         if (!player_limit)
2066                 free_slots = maxclients - totalClients;
2067         else if(player_limit > 0 && currentlyPlaying < player_limit)
2068                 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2069
2070         static float msg_time = 0;
2071         if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2072         {
2073                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2074                 msg_time = time + 0.5;
2075         }
2076
2077         return free_slots;
2078 }
2079
2080 /**
2081  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2082  * g_maxplayers_spectator_blocktime seconds
2083  */
2084 void checkSpectatorBlock(entity this)
2085 {
2086         if(IS_SPEC(this) || IS_OBSERVER(this))
2087         if(!this.caplayer)
2088         if(IS_REAL_CLIENT(this))
2089         {
2090                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2091                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2092                         dropclient(this);
2093                 }
2094         }
2095 }
2096
2097 void PrintWelcomeMessage(entity this)
2098 {
2099         if(CS(this).motd_actived_time == 0)
2100         {
2101                 if (autocvar_g_campaign) {
2102                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2103                                 CS(this).motd_actived_time = time;
2104                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2105                         }
2106                 } else {
2107                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2108                                 CS(this).motd_actived_time = time;
2109                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2110                         }
2111                 }
2112         }
2113         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2114         {
2115                 if (autocvar_g_campaign) {
2116                         if (PHYS_INPUT_BUTTON_INFO(this))
2117                                 CS(this).motd_actived_time = time;
2118                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2119                                 CS(this).motd_actived_time = 0;
2120                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2121                         }
2122                 } else {
2123                         if (PHYS_INPUT_BUTTON_INFO(this))
2124                                 CS(this).motd_actived_time = time;
2125                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2126                                 CS(this).motd_actived_time = 0;
2127                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2128                         }
2129                 }
2130         }
2131         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2132         {
2133                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2134                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2135                 else if (CS(this).motd_actived_time == -2)
2136                 {
2137                         // instantly hide MOTD
2138                         CS(this).motd_actived_time = 0;
2139                         if (autocvar_g_campaign)
2140                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2141                         else
2142                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2143                 }
2144                 else if (IS_PLAYER(this) || IS_SPEC(this))
2145                 {
2146                         // FIXME occasionally for some reason MOTD never goes away
2147                         // delay MOTD removal a little bit in the hope it fixes this bug
2148                         if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2149                                 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2150                         else //if (CS(this).motd_actived_time < -2)
2151                                 CS(this).motd_actived_time++;
2152                 }
2153         }
2154 }
2155
2156 bool joinAllowed(entity this)
2157 {
2158         if (CS(this).version_mismatch) return false;
2159         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2160         if (!nJoinAllowed(this, this)) return false;
2161         if (teamplay && lockteams) return false;
2162         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2163         if (ShowTeamSelection(this)) return false;
2164         return true;
2165 }
2166
2167 .string shootfromfixedorigin;
2168 .bool dualwielding_prev;
2169 bool PlayerThink(entity this)
2170 {
2171         if (game_stopped || intermission_running) {
2172                 this.modelflags &= ~MF_ROCKET;
2173                 if(intermission_running)
2174                         IntermissionThink(this);
2175                 return false;
2176         }
2177
2178         if (timeout_status == TIMEOUT_ACTIVE) {
2179                 // don't allow the player to turn around while game is paused
2180                 // FIXME turn this into CSQC stuff
2181                 this.v_angle = this.lastV_angle;
2182                 this.angles = this.lastV_angle;
2183                 this.fixangle = true;
2184         }
2185
2186         if (frametime) player_powerups(this);
2187
2188         if (IS_DEAD(this)) {
2189                 if (this.personal && g_race_qualifying) {
2190                         if (time > this.respawn_time) {
2191                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2192                                 respawn(this);
2193                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2194                         }
2195                 } else {
2196                         if (frametime) player_anim(this);
2197
2198                         if (this.respawn_flags & RESPAWN_DENY)
2199                         {
2200                                 STAT(RESPAWN_TIME, this) = 0;
2201                                 return false;
2202                         }
2203
2204                         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));
2205
2206                         switch(this.deadflag)
2207                         {
2208                                 case DEAD_DYING:
2209                                 {
2210                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2211                                                 this.deadflag = DEAD_RESPAWNING;
2212                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2213                                                 this.deadflag = DEAD_DEAD;
2214                                         break;
2215                                 }
2216                                 case DEAD_DEAD:
2217                                 {
2218                                         if (button_pressed)
2219                                                 this.deadflag = DEAD_RESPAWNABLE;
2220                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2221                                                 this.deadflag = DEAD_RESPAWNING;
2222                                         break;
2223                                 }
2224                                 case DEAD_RESPAWNABLE:
2225                                 {
2226                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2227                                                 this.deadflag = DEAD_RESPAWNING;
2228                                         break;
2229                                 }
2230                                 case DEAD_RESPAWNING:
2231                                 {
2232                                         if (time > this.respawn_time)
2233                                         {
2234                                                 this.respawn_time = time + 1; // only retry once a second
2235                                                 this.respawn_time_max = this.respawn_time;
2236                                                 respawn(this);
2237                                         }
2238                                         break;
2239                                 }
2240                         }
2241
2242                         ShowRespawnCountdown(this);
2243
2244                         if (this.respawn_flags & RESPAWN_SILENT)
2245                                 STAT(RESPAWN_TIME, this) = 0;
2246                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2247                         {
2248                                 if (time < this.respawn_time)
2249                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2250                                 else if (this.deadflag != DEAD_RESPAWNING)
2251                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2252                         }
2253                         else
2254                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2255                 }
2256
2257                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2258                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2259                         STAT(RESPAWN_TIME, this) *= -1;
2260
2261                 return false;
2262         }
2263
2264         FixPlayermodel(this);
2265
2266         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2267                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2268                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2269         }
2270
2271         // reset gun alignment when dual wielding status changes
2272         // to ensure guns are always aligned right and left
2273         bool dualwielding = W_DualWielding(this);
2274         if(this.dualwielding_prev != dualwielding)
2275         {
2276                 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2277                 this.dualwielding_prev = dualwielding;
2278         }
2279
2280         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2281         //if(frametime)
2282         {
2283                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2284                 {
2285                         .entity weaponentity = weaponentities[slot];
2286                         if(WEP_CVAR(vortex, charge_always))
2287                                 W_Vortex_Charge(this, weaponentity, frametime);
2288                         W_WeaponFrame(this, weaponentity);
2289                 }
2290         }
2291
2292         if (frametime)
2293         {
2294                 // WEAPONTODO: Add a weapon request for this
2295                 // rot vortex charge to the charge limit
2296                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2297                 {
2298                         .entity weaponentity = weaponentities[slot];
2299                         if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2300                                 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2301                 }
2302
2303                 player_regen(this);
2304                 player_anim(this);
2305                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2306         }
2307
2308         monsters_setstatus(this);
2309
2310         return true;
2311 }
2312
2313 .bool would_spectate;
2314 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2315 void ObserverOrSpectatorThink(entity this)
2316 {
2317         bool is_spec = IS_SPEC(this);
2318         if ( CS(this).impulse )
2319         {
2320                 int r = MinigameImpulse(this, CS(this).impulse);
2321                 if (!is_spec || r)
2322                         CS(this).impulse = 0;
2323
2324                 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2325                 {
2326                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2327                         CS(this).impulse = 0;
2328                         return;
2329                 }
2330         }
2331
2332         if (this.flags & FL_JUMPRELEASED) {
2333                 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2334                         this.flags &= ~FL_JUMPRELEASED;
2335                         this.flags |= FL_SPAWNING;
2336                 } 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)))
2337                         || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2338                         this.flags &= ~FL_JUMPRELEASED;
2339                         if(SpectateNext(this)) {
2340                                 TRANSMUTE(Spectator, this);
2341                         } else if (is_spec) {
2342                                 TRANSMUTE(Observer, this);
2343                                 PutClientInServer(this);
2344                         }
2345                         if (is_spec)
2346                                 CS(this).impulse = 0;
2347                 } else if (is_spec) {
2348                         if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2349                                 this.flags &= ~FL_JUMPRELEASED;
2350                                 if(SpectatePrev(this)) {
2351                                         TRANSMUTE(Spectator, this);
2352                                 } else {
2353                                         TRANSMUTE(Observer, this);
2354                                         PutClientInServer(this);
2355                                 }
2356                                 CS(this).impulse = 0;
2357                         } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2358                                 this.would_spectate = false;
2359                                 this.flags &= ~FL_JUMPRELEASED;
2360                                 TRANSMUTE(Observer, this);
2361                                 PutClientInServer(this);
2362                         } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2363                                 PutObserverInServer(this);
2364                                 this.would_spectate = true;
2365                         }
2366                 }
2367                 else {
2368                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS_CVAR(this).cvar_cl_clippedspectating : !CS_CVAR(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2369                         set_movetype(this, preferred_movetype);
2370                 }
2371         } else { // jump pressed
2372                 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2373                         || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2374                         this.flags |= FL_JUMPRELEASED;
2375                         if(this.flags & FL_SPAWNING)
2376                         {
2377                                 this.flags &= ~FL_SPAWNING;
2378                                 if(joinAllowed(this))
2379                                         Join(this);
2380                                 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2381                                         CS(this).autojoin_checked = -1;
2382                                 return;
2383                         }
2384                 }
2385                 if(is_spec && !SpectateUpdate(this))
2386                         PutObserverInServer(this);
2387         }
2388         if (is_spec)
2389                 this.flags |= FL_CLIENT | FL_NOTARGET;
2390 }
2391
2392 void PlayerUseKey(entity this)
2393 {
2394         if (!IS_PLAYER(this))
2395                 return;
2396
2397         if(this.vehicle)
2398         {
2399                 if(!game_stopped)
2400                 {
2401                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2402                         return;
2403                 }
2404         }
2405         else if(autocvar_g_vehicles_enter)
2406         {
2407                 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2408                 {
2409                         entity head, closest_target = NULL;
2410                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2411
2412                         while(head) // find the closest acceptable target to enter
2413                         {
2414                                 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2415                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2416                                 {
2417                                         if(closest_target)
2418                                         {
2419                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2420                                                 { closest_target = head; }
2421                                         }
2422                                         else { closest_target = head; }
2423                                 }
2424
2425                                 head = head.chain;
2426                         }
2427
2428                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2429                 }
2430         }
2431
2432         // a use key was pressed; call handlers
2433         MUTATOR_CALLHOOK(PlayerUseKey, this);
2434 }
2435
2436
2437 /*
2438 =============
2439 PlayerPreThink
2440
2441 Called every frame for each client before the physics are run
2442 =============
2443 */
2444 .float last_vehiclecheck;
2445 void PlayerPreThink (entity this)
2446 {
2447         STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2448         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2449
2450         WarpZone_PlayerPhysics_FixVAngle(this);
2451
2452         if (frametime) {
2453                 // physics frames: update anticheat stuff
2454                 anticheat_prethink(this);
2455         }
2456
2457         if (blockSpectators && frametime) {
2458                 // WORKAROUND: only use dropclient in server frames (frametime set).
2459                 // Never use it in cl_movement frames (frametime zero).
2460                 checkSpectatorBlock(this);
2461         }
2462
2463         zoomstate_set = false;
2464
2465         // Check for nameless players
2466         if (this.netname == "" || this.netname != CS(this).netname_previous)
2467         {
2468                 bool assume_unchanged = (CS(this).netname_previous == "");
2469                 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2470                 {
2471                         int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2472                         this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2473                         sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2474                         assume_unchanged = false;
2475                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2476                 }
2477                 if (isInvisibleString(this.netname))
2478                 {
2479                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2480                         sprint(this, "Warning: invisible names are not allowed.\n");
2481                         assume_unchanged = false;
2482                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2483                 }
2484                 if (!assume_unchanged && autocvar_sv_eventlog)
2485                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2486                 strcpy(CS(this).netname_previous, this.netname);
2487         }
2488
2489         // version nagging
2490         if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2491         CS(this).version_nagtime = 0;
2492         if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2493             // git client
2494         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2495             // git server
2496             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2497         } else {
2498             int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2499             if (r < 0) { // old client
2500                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2501             } else if (r > 0) { // old server
2502                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2503             }
2504         }
2505     }
2506
2507         // GOD MODE info
2508         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2509         {
2510                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2511                 this.max_armorvalue = 0;
2512         }
2513
2514         if (frametime && IS_PLAYER(this) && time >= game_starttime)
2515         {
2516                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2517                 {
2518                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2519                         SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2520                         if (this.iceblock)
2521                                 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2522
2523                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2524                                 Unfreeze(this, false);
2525                 }
2526                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2527                 {
2528                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2529                         SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2530
2531                         if (GetResource(this, RES_HEALTH) < 1)
2532                         {
2533                                 if (this.vehicle)
2534                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2535                                 if(this.event_damage)
2536                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2537                         }
2538                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2539                                 Unfreeze(this, false);
2540                 }
2541         }
2542
2543         MUTATOR_CALLHOOK(PlayerPreThink, this);
2544
2545         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2546         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2547         {
2548                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2549                 {
2550                         if(!it.owner)
2551                         {
2552                                 if(!it.team || SAME_TEAM(this, it))
2553                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2554                                 else if(autocvar_g_vehicles_steal)
2555                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2556                         }
2557                         else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2558                         {
2559                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2560                         }
2561                 });
2562
2563                 this.last_vehiclecheck = time + 1;
2564         }
2565
2566         if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2567         {
2568                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2569                         PlayerUseKey(this);
2570                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2571         }
2572
2573         if (IS_REAL_CLIENT(this))
2574                 PrintWelcomeMessage(this);
2575
2576         if (IS_PLAYER(this)) {
2577                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2578                         error("Client can't be spawned as player on connection!");
2579                 if(!PlayerThink(this))
2580                         return;
2581         }
2582         else if (game_stopped || intermission_running) {
2583                 if(intermission_running)
2584                         IntermissionThink(this);
2585                 return;
2586         }
2587         else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2588         {
2589                 bool early_join_requested = (CS(this).autojoin_checked < 0);
2590                 CS(this).autojoin_checked = 1;
2591                 // don't do this in ClientConnect
2592                 // many things can go wrong if a client is spawned as player on connection
2593                 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2594                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2595                                 && (!teamplay || autocvar_g_balance_teams)))
2596                 {
2597                         campaign_bots_may_start = true;
2598                         if(joinAllowed(this))
2599                                 Join(this);
2600                         return;
2601                 }
2602         }
2603         else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2604                 ObserverOrSpectatorThink(this);
2605         }
2606
2607         // WEAPONTODO: Add weapon request for this
2608         if (!zoomstate_set) {
2609                 bool wep_zoomed = false;
2610                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2611                 {
2612                         .entity weaponentity = weaponentities[slot];
2613                         Weapon thiswep = this.(weaponentity).m_weapon;
2614                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2615                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2616                 }
2617                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2618         }
2619
2620         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2621         {
2622                 CS(this).teamkill_soundtime = 0;
2623
2624                 entity e = CS(this).teamkill_soundsource;
2625                 entity oldpusher = e.pusher;
2626                 e.pusher = this;
2627                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2628                 e.pusher = oldpusher;
2629         }
2630
2631         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2632                 CS(this).taunt_soundtime = 0;
2633                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2634         }
2635
2636         target_voicescript_next(this);
2637 }
2638
2639 void DrownPlayer(entity this)
2640 {
2641         if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2642                 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2643         {
2644                 STAT(AIR_FINISHED, this) = 0;
2645                 return;
2646         }
2647
2648         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2649         {
2650                 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2651                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2652                 STAT(AIR_FINISHED, this) = 0;
2653         }
2654         else
2655         {
2656                 if (!STAT(AIR_FINISHED, this))
2657                         STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2658                 if (STAT(AIR_FINISHED, this) < time)
2659                 {       // drown!
2660                         if (this.pain_finished < time)
2661                         {
2662                                 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');
2663                                 this.pain_finished = time + 0.5;
2664                         }
2665                 }
2666         }
2667 }
2668
2669 .bool move_qcphysics;
2670
2671 void Player_Physics(entity this)
2672 {
2673         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2674
2675         if(!this.move_qcphysics)
2676                 return;
2677
2678         if(!frametime && !CS(this).pm_frametime)
2679                 return;
2680
2681         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2682
2683         CS(this).pm_frametime = 0;
2684 }
2685
2686 /*
2687 =============
2688 PlayerPostThink
2689
2690 Called every frame for each client after the physics are run
2691 =============
2692 */
2693 void PlayerPostThink (entity this)
2694 {
2695         Player_Physics(this);
2696
2697         if (autocvar_sv_maxidle > 0)
2698         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2699         if (IS_REAL_CLIENT(this))
2700         if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2701         {
2702                 int totalClients = 0;
2703                 if(autocvar_sv_maxidle_slots > 0)
2704                 {
2705                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2706                         {
2707                                 ++totalClients;
2708                         });
2709                 }
2710
2711                 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2712                 { /* do nothing */ }
2713                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2714                 {
2715                         if (CS(this).idlekick_lasttimeleft)
2716                         {
2717                                 CS(this).idlekick_lasttimeleft = 0;
2718                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2719                         }
2720                 }
2721                 else
2722                 {
2723                         float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2724                         if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2725                                 if (!CS(this).idlekick_lasttimeleft)
2726                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2727                         }
2728                         if (timeleft <= 0) {
2729                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2730                                 dropclient(this);
2731                                 return;
2732                         }
2733                         else if (timeleft <= 10) {
2734                                 if (timeleft != CS(this).idlekick_lasttimeleft)
2735                                         Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2736                                 CS(this).idlekick_lasttimeleft = timeleft;
2737                         }
2738                 }
2739         }
2740
2741         CheatFrame(this);
2742
2743         if (game_stopped)
2744         {
2745                 this.solid = SOLID_NOT;
2746                 this.takedamage = DAMAGE_NO;
2747                 set_movetype(this, MOVETYPE_NONE);
2748                 CS(this).teamkill_complain = 0;
2749                 CS(this).teamkill_soundtime = 0;
2750                 CS(this).teamkill_soundsource = NULL;
2751         }
2752
2753         if (IS_PLAYER(this)) {
2754                 if(this.death_time == time && IS_DEAD(this))
2755                 {
2756                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2757                         // once all the damage events of this frame have been processed with normal size
2758                         this.maxs.z = 5;
2759                         setsize(this, this.mins, this.maxs);
2760                 }
2761                 DrownPlayer(this);
2762                 UpdateChatBubble(this);
2763                 if (CS(this).impulse) ImpulseCommands(this);
2764                 GetPressedKeys(this);
2765                 if (game_stopped)
2766                 {
2767                         CSQCMODEL_AUTOUPDATE(this);
2768                         return;
2769                 }
2770         }
2771         else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2772         {
2773                 CS(this).pressedkeys = 0;
2774                 STAT(PRESSED_KEYS, this) = 0;
2775         }
2776
2777         if (this.waypointsprite_attachedforcarrier) {
2778                 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2779                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2780         }
2781
2782         CSQCMODEL_AUTOUPDATE(this);
2783 }
2784
2785 // hack to copy the button fields from the client entity to the Client State
2786 void PM_UpdateButtons(entity this, entity store)
2787 {
2788         if(this.impulse)
2789                 store.impulse = this.impulse;
2790         this.impulse = 0;
2791
2792         bool typing = this.buttonchat || this.button12;
2793
2794         store.button0 = (typing) ? 0 : this.button0;
2795         //button1?!
2796         store.button2 = (typing) ? 0 : this.button2;
2797         store.button3 = (typing) ? 0 : this.button3;
2798         store.button4 = this.button4;
2799         store.button5 = (typing) ? 0 : this.button5;
2800         store.button6 = this.button6;
2801         store.button7 = this.button7;
2802         store.button8 = this.button8;
2803         store.button9 = this.button9;
2804         store.button10 = this.button10;
2805         store.button11 = this.button11;
2806         store.button12 = this.button12;
2807         store.button13 = this.button13;
2808         store.button14 = this.button14;
2809         store.button15 = this.button15;
2810         store.button16 = this.button16;
2811         store.buttonuse = this.buttonuse;
2812         store.buttonchat = this.buttonchat;
2813
2814         store.cursor_active = this.cursor_active;
2815         store.cursor_screen = this.cursor_screen;
2816         store.cursor_trace_start = this.cursor_trace_start;
2817         store.cursor_trace_endpos = this.cursor_trace_endpos;
2818         store.cursor_trace_ent = this.cursor_trace_ent;
2819
2820         store.ping = this.ping;
2821         store.ping_packetloss = this.ping_packetloss;
2822         store.ping_movementloss = this.ping_movementloss;
2823
2824         store.v_angle = this.v_angle;
2825         store.movement = this.movement;
2826 }
2827
2828 NET_HANDLE(fpsreport, bool)
2829 {
2830         int fps = ReadShort();
2831         PlayerScore_Set(sender, SP_FPS, fps);
2832         return true;
2833 }