]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/client.qc
375c368efa736f71644127026b49e3772919fd33
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
1 #include "client.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
7 #include "impulse.qh"
8 #include "player.qh"
9 #include "ipban.qh"
10 #include "miscfunctions.qh"
11 #include "portals.qh"
12 #include "teamplay.qh"
13 #include "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
17 #include "g_hook.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
20 #include "clientkill.qh"
21 #include "cheats.qh"
22 #include "g_world.qh"
23 #include "race.qh"
24 #include "antilag.qh"
25 #include "campaign.qh"
26 #include "command/common.qh"
27 #include "scores_rules.qh"
28 #include "weapons/common.qh"
29
30 #include "bot/api.qh"
31
32 #include "../common/ent_cs.qh"
33 #include "../common/wepent.qh"
34 #include <common/state.qh>
35
36 #include "compat/quake3.qh"
37
38 #include <common/effects/qc/globalsound.qh>
39
40 #include "../common/mapobjects/func/conveyor.qh"
41 #include "../common/mapobjects/teleporters.qh"
42 #include "../common/mapobjects/target/spawnpoint.qh"
43 #include <common/mapobjects/trigger/counter.qh>
44 #include <common/mapobjects/trigger/swamp.qh>
45
46 #include "../common/vehicles/all.qh"
47
48 #include "weapons/hitplot.qh"
49 #include "weapons/weaponsystem.qh"
50
51 #include "../common/net_notice.qh"
52 #include "../common/net_linked.qh"
53 #include "../common/physics/player.qh"
54
55 #include <common/vehicles/sv_vehicles.qh>
56
57 #include "../common/items/_mod.qh"
58
59 #include "../common/mutators/mutator/waypoints/all.qh"
60 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
61 #include <common/gamemodes/_mod.qh>
62
63 #include "../common/mapobjects/subs.qh"
64 #include "../common/mapobjects/triggers.qh"
65 #include "../common/mapobjects/trigger/secret.qh"
66
67 #include "../common/minigames/sv_minigames.qh"
68
69 #include "../common/items/inventory.qh"
70
71 #include "../common/monsters/sv_monsters.qh"
72
73 #include "../lib/warpzone/server.qh"
74
75 #include <common/mutators/mutator/overkill/oknex.qh>
76
77 STATIC_METHOD(Client, Add, void(Client this, int _team))
78 {
79     ClientConnect(this);
80     TRANSMUTE(Player, this);
81     this.frame = 12; // 7
82     this.team = _team;
83     PutClientInServer(this);
84 }
85
86 STATIC_METHOD(Client, Remove, void(Client this))
87 {
88     TRANSMUTE(Observer, this);
89     PutClientInServer(this);
90     ClientDisconnect(this);
91 }
92
93 void send_CSQC_teamnagger() {
94         WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
95 }
96
97 int CountSpectators(entity player, entity to)
98 {
99         if(!player) { return 0; } // not sure how, but best to be safe
100
101         int spec_count = 0;
102
103         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
104         {
105                 spec_count++;
106         });
107
108         return spec_count;
109 }
110
111 void WriteSpectators(entity player, entity to)
112 {
113         if(!player) { return; } // not sure how, but best to be safe
114
115         FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
116         {
117                 WriteByte(MSG_ENTITY, num_for_edict(it));
118         });
119 }
120
121 bool ClientData_Send(entity this, entity to, int sf)
122 {
123         assert(to == this.owner, return false);
124
125         entity e = to;
126         if (IS_SPEC(e)) e = e.enemy;
127
128         sf = 0;
129         if (CS(e).race_completed)       sf |= BIT(0); // forced scoreboard
130         if (CS(to).spectatee_status)    sf |= BIT(1); // spectator ent number follows
131         if (CS(e).zoomstate)            sf |= BIT(2); // zoomed
132         if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
133
134         WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
135         WriteByte(MSG_ENTITY, sf);
136
137         if (sf & BIT(1))
138                 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
139
140         if(sf & BIT(4))
141         {
142                 float specs = CountSpectators(e, to);
143                 WriteByte(MSG_ENTITY, specs);
144                 WriteSpectators(e, to);
145         }
146
147         return true;
148 }
149
150 void ClientData_Attach(entity this)
151 {
152         Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
153         CS(this).clientdata.drawonlytoclient = this;
154         CS(this).clientdata.owner = this;
155 }
156
157 void ClientData_Detach(entity this)
158 {
159         delete(CS(this).clientdata);
160         CS(this).clientdata = NULL;
161 }
162
163 void ClientData_Touch(entity e)
164 {
165         entity cd = CS(e).clientdata;
166         if (cd) { cd.SendFlags = 1; }
167
168         // make it spectatable
169         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
170         {
171                 entity cd = CS(it).clientdata;
172                 if (cd) { cd.SendFlags = 1; }
173         });
174 }
175
176
177 /*
178 =============
179 CheckPlayerModel
180
181 Checks if the argument string can be a valid playermodel.
182 Returns a valid one in doubt.
183 =============
184 */
185 string FallbackPlayerModel;
186 string CheckPlayerModel(string plyermodel) {
187         if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
188         {
189                 // note: we cannot summon Don Strunzone here, some player may
190                 // still have the model string set. In case anyone manages how
191                 // to change a cvar default, we'll have a small leak here.
192                 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
193         }
194         // only in right path
195         if( substring(plyermodel,0,14) != "models/player/")
196                 return FallbackPlayerModel;
197         // only good file extensions
198         if(substring(plyermodel,-4,4) != ".zym")
199         if(substring(plyermodel,-4,4) != ".dpm")
200         if(substring(plyermodel,-4,4) != ".iqm")
201         if(substring(plyermodel,-4,4) != ".md3")
202         if(substring(plyermodel,-4,4) != ".psk")
203                 return FallbackPlayerModel;
204         // forbid the LOD models
205         if(substring(plyermodel, -9,5) == "_lod1")
206                 return FallbackPlayerModel;
207         if(substring(plyermodel, -9,5) == "_lod2")
208                 return FallbackPlayerModel;
209         if(plyermodel != strtolower(plyermodel))
210                 return FallbackPlayerModel;
211         // also, restrict to server models
212         if(autocvar_sv_servermodelsonly)
213         {
214                 if(!fexists(plyermodel))
215                         return FallbackPlayerModel;
216         }
217         return plyermodel;
218 }
219
220 void setplayermodel(entity e, string modelname)
221 {
222         precache_model(modelname);
223         _setmodel(e, modelname);
224         player_setupanimsformodel(e);
225         if(!autocvar_g_debug_globalsounds)
226                 UpdatePlayerSounds(e);
227 }
228
229 /** putting a client as observer in the server */
230 void PutObserverInServer(entity this)
231 {
232     bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
233         PlayerState_detach(this);
234
235         if (IS_PLAYER(this))
236         {
237                 if(GetResource(this, RES_HEALTH) >= 1)
238                 {
239                         // despawn effect
240                         Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
241                 }
242
243                 // was a player, recount votes and ready status
244                 if(IS_REAL_CLIENT(this))
245                 {
246                         if (vote_called) { VoteCount(false); }
247                         ReadyCount();
248                 }
249     }
250
251     {
252         entity spot = SelectSpawnPoint(this, true);
253         if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
254         this.angles = vec2(spot.angles);
255         this.fixangle = true;
256         // offset it so that the spectator spawns higher off the ground, looks better this way
257         setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
258         if (IS_REAL_CLIENT(this))
259         {
260             msg_entity = this;
261             WriteByte(MSG_ONE, SVC_SETVIEW);
262             WriteEntity(MSG_ONE, this);
263         }
264         // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
265         // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
266         if(!autocvar_g_debug_globalsounds)
267         {
268                 // needed for player sounds
269                 this.model = "";
270                 FixPlayermodel(this);
271         }
272         setmodel(this, MDL_Null);
273         setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
274         this.view_ofs = '0 0 0';
275     }
276
277     RemoveGrapplingHooks(this);
278         Portal_ClearAll(this);
279         Unfreeze(this, false);
280         SetSpectatee(this, NULL);
281
282         if (this.alivetime)
283         {
284                 if (!warmup_stage)
285                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
286                 this.alivetime = 0;
287         }
288
289         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
290
291         WaypointSprite_PlayerDead(this);
292
293         if (CS(this).killcount != FRAGS_SPECTATOR)
294         {
295                 if(!game_stopped)
296                 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
297                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
298         }
299
300         accuracy_resend(this);
301
302         CS(this).spectatortime = time;
303         if(this.bot_attack)
304                 IL_REMOVE(g_bot_targets, this);
305         this.bot_attack = false;
306         if(this.monster_attack)
307                 IL_REMOVE(g_monster_targets, this);
308         this.monster_attack = false;
309     STAT(HUD, this) = HUD_NORMAL;
310         TRANSMUTE(Observer, this);
311         this.iscreature = false;
312         this.teleportable = TELEPORT_SIMPLE;
313         if(this.damagedbycontents)
314                 IL_REMOVE(g_damagedbycontents, this);
315         this.damagedbycontents = false;
316         SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
317         SetSpectatee_status(this, etof(this));
318         this.takedamage = DAMAGE_NO;
319         this.solid = SOLID_NOT;
320         set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
321         this.flags = FL_CLIENT | FL_NOTARGET;
322         this.effects = 0;
323         SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
324         this.pauserotarmor_finished = 0;
325         this.pauserothealth_finished = 0;
326         this.pauseregen_finished = 0;
327         this.damageforcescale = 0;
328         this.death_time = 0;
329         this.respawn_flags = 0;
330         this.respawn_time = 0;
331         STAT(RESPAWN_TIME, this) = 0;
332         this.alpha = 0;
333         this.scale = 0;
334         this.fade_time = 0;
335         this.pain_frame = 0;
336         this.pain_finished = 0;
337         STAT(STRENGTH_FINISHED, this) = 0;
338         STAT(INVINCIBLE_FINISHED, this) = 0;
339         STAT(SUPERWEAPONS_FINISHED, this) = 0;
340         this.air_finished = 0;
341         //this.dphitcontentsmask = 0;
342         this.dphitcontentsmask = DPCONTENTS_SOLID;
343         if (autocvar_g_playerclip_collisions)
344                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
345         this.pushltime = 0;
346         this.istypefrag = 0;
347         setthink(this, func_null);
348         this.nextthink = 0;
349         this.deadflag = DEAD_NO;
350         this.crouch = false;
351         STAT(REVIVE_PROGRESS, this) = 0;
352         this.revival_time = 0;
353         this.draggable = drag_undraggable;
354
355         this.items = 0;
356         STAT(WEAPONS, this) = '0 0 0';
357         this.drawonlytoclient = this;
358
359         this.viewloc = NULL;
360
361         //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
362
363         this.weaponmodel = "";
364         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365         {
366                 this.weaponentities[slot] = NULL;
367         }
368         this.exteriorweaponentity = NULL;
369         CS(this).killcount = FRAGS_SPECTATOR;
370         this.velocity = '0 0 0';
371         this.avelocity = '0 0 0';
372         this.punchangle = '0 0 0';
373         this.punchvector = '0 0 0';
374         this.oldvelocity = this.velocity;
375         this.fire_endtime = -1;
376         this.event_damage = func_null;
377         this.event_heal = func_null;
378
379         for(int slot = 0; slot < MAX_AXH; ++slot)
380         {
381                 entity axh = this.(AuxiliaryXhair[slot]);
382                 this.(AuxiliaryXhair[slot]) = NULL;
383
384                 if(axh.owner == this && axh != NULL && !wasfreed(axh))
385                         delete(axh);
386         }
387
388         if (mutator_returnvalue)
389         {
390                 // mutator prevents resetting teams+score
391         }
392         else
393         {
394                 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
395                 this.frags = FRAGS_SPECTATOR;
396         }
397         if (CS(this).just_joined)
398                 CS(this).just_joined = false;
399 }
400
401 int player_getspecies(entity this)
402 {
403         get_model_parameters(this.model, this.skin);
404         int s = get_model_parameters_species;
405         get_model_parameters(string_null, 0);
406         if (s < 0) return SPECIES_HUMAN;
407         return s;
408 }
409
410 .float model_randomizer;
411 void FixPlayermodel(entity player)
412 {
413         string defaultmodel = "";
414         int defaultskin = 0;
415         if(autocvar_sv_defaultcharacter)
416         {
417                 if(teamplay)
418                 {
419                         switch(player.team)
420                         {
421                                 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
422                                 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
423                                 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
424                                 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
425                         }
426                 }
427
428                 if(defaultmodel == "")
429                 {
430                         defaultmodel = autocvar_sv_defaultplayermodel;
431                         defaultskin = autocvar_sv_defaultplayerskin;
432                 }
433
434                 int n = tokenize_console(defaultmodel);
435                 if(n > 0)
436                 {
437                         defaultmodel = argv(floor(n * CS(player).model_randomizer));
438                         // However, do NOT randomize if the player-selected model is in the list.
439                         for (int i = 0; i < n; ++i)
440                                 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
441                                         defaultmodel = argv(i);
442                 }
443
444                 int i = strstrofs(defaultmodel, ":", 0);
445                 if(i >= 0)
446                 {
447                         defaultskin = stof(substring(defaultmodel, i+1, -1));
448                         defaultmodel = substring(defaultmodel, 0, i);
449                 }
450         }
451         if(autocvar_sv_defaultcharacterskin && !defaultskin)
452         {
453                 if(teamplay)
454                 {
455                         switch(player.team)
456                         {
457                                 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
458                                 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
459                                 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
460                                 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
461                         }
462                 }
463
464                 if(!defaultskin)
465                         defaultskin = autocvar_sv_defaultplayerskin;
466         }
467
468         MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
469         defaultmodel = M_ARGV(0, string);
470         defaultskin = M_ARGV(1, int);
471
472         bool chmdl = false;
473         int oldskin;
474         if(defaultmodel != "")
475         {
476                 if (defaultmodel != player.model)
477                 {
478                         vector m1 = player.mins;
479                         vector m2 = player.maxs;
480                         setplayermodel (player, defaultmodel);
481                         setsize (player, m1, m2);
482                         chmdl = true;
483                 }
484
485                 oldskin = player.skin;
486                 player.skin = defaultskin;
487         } else {
488                 if (player.playermodel != player.model || player.playermodel == "")
489                 {
490                         player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
491                         vector m1 = player.mins;
492                         vector m2 = player.maxs;
493                         setplayermodel (player, player.playermodel);
494                         setsize (player, m1, m2);
495                         chmdl = true;
496                 }
497
498                 if(!autocvar_sv_defaultcharacterskin)
499                 {
500                         oldskin = player.skin;
501                         player.skin = stof(player.playerskin);
502                 }
503                 else
504                 {
505                         oldskin = player.skin;
506                         player.skin = defaultskin;
507                 }
508         }
509
510         if(chmdl || oldskin != player.skin) // model or skin has changed
511         {
512                 player.species = player_getspecies(player); // update species
513                 if(!autocvar_g_debug_globalsounds)
514                         UpdatePlayerSounds(player); // update skin sounds
515         }
516
517         if(!teamplay)
518                 if(strlen(autocvar_sv_defaultplayercolors))
519                         if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
520                                 setcolor(player, stof(autocvar_sv_defaultplayercolors));
521 }
522
523 void PutPlayerInServer(entity this)
524 {
525         if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
526
527         PlayerState_attach(this);
528         accuracy_resend(this);
529
530         if (this.team < 0)
531                 TeamBalance_JoinBestTeam(this);
532
533         entity spot = SelectSpawnPoint(this, false);
534         if (!spot) {
535                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
536                 return; // spawn failed
537         }
538
539         TRANSMUTE(Player, this);
540
541         CS(this).wasplayer = true;
542         this.iscreature = true;
543         this.teleportable = TELEPORT_NORMAL;
544         if(!this.damagedbycontents)
545                 IL_PUSH(g_damagedbycontents, this);
546         this.damagedbycontents = true;
547         set_movetype(this, MOVETYPE_WALK);
548         this.solid = SOLID_SLIDEBOX;
549         this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
550         if (autocvar_g_playerclip_collisions)
551                 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
552         if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
553                 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
554         this.frags = FRAGS_PLAYER;
555         if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
556         this.flags = FL_CLIENT | FL_PICKUPITEMS;
557         if (autocvar__notarget)
558                 this.flags |= FL_NOTARGET;
559         this.takedamage = DAMAGE_AIM;
560         this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
561
562         if (warmup_stage) {
563                 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
564                 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
565                 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
566                 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
567                 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
568                 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
569                 SetResource(this, RES_HEALTH, warmup_start_health);
570                 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
571                 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
572         } else {
573                 SetResource(this, RES_SHELLS, start_ammo_shells);
574                 SetResource(this, RES_BULLETS, start_ammo_nails);
575                 SetResource(this, RES_ROCKETS, start_ammo_rockets);
576                 SetResource(this, RES_CELLS, start_ammo_cells);
577                 SetResource(this, RES_PLASMA, start_ammo_plasma);
578                 SetResource(this, RES_FUEL, start_ammo_fuel);
579                 SetResource(this, RES_HEALTH, start_health);
580                 SetResource(this, RES_ARMOR, start_armorvalue);
581                 STAT(WEAPONS, this) = start_weapons;
582                 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
583                 {
584                         GiveRandomWeapons(this, random_start_weapons_count,
585                                 autocvar_g_random_start_weapons, random_start_ammo);
586                 }
587         }
588         SetSpectatee_status(this, 0);
589
590         PS(this).dual_weapons = '0 0 0';
591
592         STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
593
594         this.items = start_items;
595
596         this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
597         this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
598         this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
599         this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
600         this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
601         if (!sv_ready_restart_after_countdown && time < game_starttime)
602         {
603                 float f = game_starttime - time;
604                 this.spawnshieldtime += f;
605                 this.pauserotarmor_finished += f;
606                 this.pauserothealth_finished += f;
607                 this.pauseregen_finished += f;
608         }
609
610         this.damageforcescale = autocvar_g_player_damageforcescale;
611         this.death_time = 0;
612         this.respawn_flags = 0;
613         this.respawn_time = 0;
614         STAT(RESPAWN_TIME, this) = 0;
615         bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
616         this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
617         this.fade_time = 0;
618         this.pain_frame = 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         this.air_finished = 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         this.crouch = false;
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         IL_EACH(g_counters, it.realowner == this,
694         {
695                 delete(it);
696         });
697         STAT(HUD, this) = HUD_NORMAL;
698
699         this.event_damage = PlayerDamage;
700         this.event_heal = PlayerHeal;
701
702         this.draggable = func_null;
703
704         if(!this.bot_attack)
705                 IL_PUSH(g_bot_targets, this);
706         this.bot_attack = true;
707         if(!this.monster_attack)
708                 IL_PUSH(g_monster_targets, this);
709         this.monster_attack = true;
710         navigation_dynamicgoal_init(this, false);
711
712         PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
713
714         // player was spectator
715         if (CS(this).killcount == FRAGS_SPECTATOR) {
716                 PlayerScore_Clear(this);
717                 CS(this).killcount = 0;
718                 CS(this).startplaytime = time;
719         }
720
721         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
722         {
723                 .entity weaponentity = weaponentities[slot];
724                 CL_SpawnWeaponentity(this, weaponentity);
725         }
726         this.alpha = default_player_alpha;
727         this.colormod = '1 1 1' * autocvar_g_player_brightness;
728         this.exteriorweaponentity.alpha = default_weapon_alpha;
729
730         this.speedrunning = false;
731
732         this.counter_cnt = 0;
733         this.fragsfilter_cnt = 0;
734
735         target_voicescript_clear(this);
736
737         // reset fields the weapons may use
738         FOREACH(Weapons, true, {
739                 it.wr_resetplayer(it, this);
740                         // reload all reloadable weapons
741                 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
742                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743                         {
744                                 .entity weaponentity = weaponentities[slot];
745                                 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
746                         }
747                 }
748         });
749
750         {
751                 string s = spot.target;
752                 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
753                         spot.target = string_null;
754                 SUB_UseTargets(spot, this, NULL);
755                 if(g_assault || g_race)
756                         spot.target = s;
757         }
758
759         Unfreeze(this, false);
760
761         MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
762
763         if (autocvar_spawn_debug)
764         {
765                 sprint(this, strcat("spawnpoint origin:  ", vtos(spot.origin), "\n"));
766                 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
767         }
768
769         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
770         {
771                 .entity weaponentity = weaponentities[slot];
772                 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
773                         this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
774                 else
775                         this.(weaponentity).m_switchweapon = WEP_Null;
776                 this.(weaponentity).m_weapon = WEP_Null;
777                 this.(weaponentity).weaponname = "";
778                 this.(weaponentity).m_switchingweapon = WEP_Null;
779                 this.(weaponentity).cnt = -1;
780         }
781
782         MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
783
784         if (CS(this).impulse) ImpulseCommands(this);
785
786         W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
787         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
788         {
789                 .entity weaponentity = weaponentities[slot];
790                 W_WeaponFrame(this, weaponentity);
791         }
792
793         if (!warmup_stage && !this.alivetime)
794                 this.alivetime = time;
795
796         antilag_clear(this, CS(this));
797 }
798
799 /** Called when a client spawns in the server */
800 void PutClientInServer(entity this)
801 {
802         if (IS_BOT_CLIENT(this)) {
803                 TRANSMUTE(Player, this);
804         } else if (IS_REAL_CLIENT(this)) {
805                 msg_entity = this;
806                 WriteByte(MSG_ONE, SVC_SETVIEW);
807                 WriteEntity(MSG_ONE, this);
808         }
809         if (game_stopped)
810                 TRANSMUTE(Observer, this);
811
812         SetSpectatee(this, NULL);
813
814         // reset player keys
815         if(PS(this))
816                 PS(this).itemkeys = 0;
817
818         MUTATOR_CALLHOOK(PutClientInServer, this);
819
820         if (IS_OBSERVER(this)) {
821                 PutObserverInServer(this);
822         } else if (IS_PLAYER(this)) {
823                 PutPlayerInServer(this);
824         }
825 }
826
827 // TODO do we need all these fields, or should we stop autodetecting runtime
828 // changes and just have a console command to update this?
829 bool ClientInit_SendEntity(entity this, entity to, int sf)
830 {
831         WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
832         return = true;
833         msg_entity = to;
834         // MSG_INIT replacement
835         // TODO: make easier to use
836         Registry_send_all();
837         W_PROP_reload(MSG_ONE, to);
838         ClientInit_misc(this);
839         MUTATOR_CALLHOOK(Ent_Init);
840 }
841 void ClientInit_misc(entity this)
842 {
843         int channel = MSG_ONE;
844         WriteHeader(channel, ENT_CLIENT_INIT);
845         WriteByte(channel, g_nexball_meter_period * 32);
846         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
847         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
848         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
849         WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
850         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
851         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
852         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
853         WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
854
855         if(sv_foginterval && world.fog != "")
856                 WriteString(channel, world.fog);
857         else
858                 WriteString(channel, "");
859         WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
860         WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
861         WriteByte(channel, serverflags);
862         WriteCoord(channel, autocvar_g_trueaim_minrange);
863 }
864
865 void ClientInit_CheckUpdate(entity this)
866 {
867         this.nextthink = time;
868         if(this.count != autocvar_g_balance_armor_blockpercent)
869         {
870                 this.count = autocvar_g_balance_armor_blockpercent;
871                 this.SendFlags |= 1;
872         }
873         if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
874         {
875                 this.cnt = autocvar_g_balance_damagepush_speedfactor;
876                 this.SendFlags |= 1;
877         }
878 }
879
880 void ClientInit_Spawn()
881 {
882         entity e = new_pure(clientinit);
883         setthink(e, ClientInit_CheckUpdate);
884         Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
885
886         ClientInit_CheckUpdate(e);
887 }
888
889 /*
890 =============
891 SetNewParms
892 =============
893 */
894 void SetNewParms ()
895 {
896         // initialize parms for a new player
897         parm1 = -(86400 * 366);
898
899         MUTATOR_CALLHOOK(SetNewParms);
900 }
901
902 /*
903 =============
904 SetChangeParms
905 =============
906 */
907 void SetChangeParms (entity this)
908 {
909         // save parms for level change
910         parm1 = CS(this).parm_idlesince - time;
911
912         MUTATOR_CALLHOOK(SetChangeParms);
913 }
914
915 /*
916 =============
917 DecodeLevelParms
918 =============
919 */
920 void DecodeLevelParms(entity this)
921 {
922         // load parms
923         CS(this).parm_idlesince = parm1;
924         if (CS(this).parm_idlesince == -(86400 * 366))
925                 CS(this).parm_idlesince = time;
926
927         // whatever happens, allow 60 seconds of idling directly after connect for map loading
928         CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
929
930         MUTATOR_CALLHOOK(DecodeLevelParms);
931 }
932
933 void FixClientCvars(entity e)
934 {
935         // send prediction settings to the client
936         stuffcmd(e, "\nin_bindmap 0 0\n");
937         if(autocvar_g_antilag == 3) // client side hitscan
938                 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
939         if(autocvar_sv_gentle)
940                 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
941
942         stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
943         stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
944
945         stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
946
947         MUTATOR_CALLHOOK(FixClientCvars, e);
948 }
949
950 bool findinlist_abbrev(string tofind, string list)
951 {
952         if(list == "" || tofind == "")
953                 return false; // empty list or search, just return
954
955         // this function allows abbreviated strings!
956         FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
957         {
958                 return true;
959         });
960
961         return false;
962 }
963
964 bool PlayerInIPList(entity p, string iplist)
965 {
966         // some safety checks (never allow local?)
967         if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
968                 return false;
969
970         return findinlist_abbrev(p.netaddress, iplist);
971 }
972
973 bool PlayerInIDList(entity p, string idlist)
974 {
975         // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
976         if(!p.crypto_idfp)
977                 return false;
978
979         return findinlist_abbrev(p.crypto_idfp, idlist);
980 }
981
982 bool PlayerInList(entity player, string list)
983 {
984         return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
985 }
986
987 #ifdef DP_EXT_PRECONNECT
988 /*
989 =============
990 ClientPreConnect
991
992 Called once (not at each match start) when a client begins a connection to the server
993 =============
994 */
995 void ClientPreConnect(entity this)
996 {
997         if(autocvar_sv_eventlog)
998         {
999                 GameLogEcho(sprintf(":connect:%d:%d:%s",
1000                         this.playerid,
1001                         etof(this),
1002                         ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1003                 ));
1004         }
1005 }
1006 #endif
1007
1008 string GetClientVersionMessage(entity this)
1009 {
1010         if (CS(this).version_mismatch) {
1011                 if(CS(this).version < autocvar_gameversion) {
1012                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1013                                 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1014                 } else {
1015                         return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1016                                 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1017                 }
1018         } else {
1019                 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1020         }
1021 }
1022
1023 string getwelcomemessage(entity this)
1024 {
1025         MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1026         string modifications = M_ARGV(0, string);
1027
1028         if(g_weaponarena)
1029         {
1030                 if(g_weaponarena_random)
1031                         modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1032                 else
1033                         modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1034         }
1035         else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1036                 modifications = strcat(modifications, ", No start weapons");
1037         if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1038                 modifications = strcat(modifications, ", Low gravity");
1039         if(g_weapon_stay && !g_cts)
1040                 modifications = strcat(modifications, ", Weapons stay");
1041         if(g_jetpack)
1042                 modifications = strcat(modifications, ", Jet pack");
1043         if(autocvar_g_powerups == 0)
1044                 modifications = strcat(modifications, ", No powerups");
1045         if(autocvar_g_powerups > 0)
1046                 modifications = strcat(modifications, ", Powerups");
1047         modifications = substring(modifications, 2, strlen(modifications) - 2);
1048
1049         string versionmessage = GetClientVersionMessage(this);
1050         string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1051
1052         s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1053
1054         if(modifications != "")
1055                 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1056
1057         if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1058         {
1059                 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1060                 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1061         }
1062
1063         if (cache_mutatormsg != "") {
1064                 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1065         }
1066
1067         string mutator_msg = "";
1068         MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1069         mutator_msg = M_ARGV(0, string);
1070
1071         s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1072
1073         string motd = autocvar_sv_motd;
1074         if (motd != "") {
1075                 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1076         }
1077         return s;
1078 }
1079
1080 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1081
1082 /**
1083 =============
1084 ClientConnect
1085
1086 Called when a client connects to the server
1087 =============
1088 */
1089 void ClientConnect(entity this)
1090 {
1091         if (Ban_MaybeEnforceBanOnce(this)) return;
1092         assert(!IS_CLIENT(this), return);
1093         this.flags |= FL_CLIENT;
1094         assert(player_count >= 0, player_count = 0);
1095
1096 #ifdef WATERMARK
1097         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1098 #endif
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, 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 (!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(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
1308 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1309 // added to the model skins
1310 /*void UpdateColorModHack()
1311 {
1312         float c;
1313         c = this.clientcolors & 15;
1314         // LordHavoc: only bothering to support white, green, red, yellow, blue
1315              if (!teamplay) this.colormod = '0 0 0';
1316         else if (c ==  0) this.colormod = '1.00 1.00 1.00';
1317         else if (c ==  3) this.colormod = '0.10 1.73 0.10';
1318         else if (c ==  4) this.colormod = '1.73 0.10 0.10';
1319         else if (c == 12) this.colormod = '1.22 1.22 0.10';
1320         else if (c == 13) this.colormod = '0.10 0.10 1.73';
1321         else this.colormod = '1 1 1';
1322 }*/
1323
1324 void respawn(entity this)
1325 {
1326         if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1327         {
1328                 this.solid = SOLID_NOT;
1329                 this.takedamage = DAMAGE_NO;
1330                 set_movetype(this, MOVETYPE_FLY);
1331                 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1332                 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1333                 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1334                 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1335                 if(autocvar_g_respawn_ghosts_maxtime)
1336                         SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1337         }
1338
1339         CopyBody(this, 1);
1340
1341         this.effects |= EF_NODRAW; // prevent another CopyBody
1342         PutClientInServer(this);
1343 }
1344
1345 ERASEABLE
1346 void PrintToChat(entity client, string text)
1347 {
1348         text = strcat("\{1}^7", text, "\n");
1349         sprint(client, text);
1350 }
1351
1352 ERASEABLE
1353 void DebugPrintToChat(entity client, string text)
1354 {
1355         if (autocvar_developer > 0)
1356         {
1357                 PrintToChat(client, text);
1358         }
1359 }
1360
1361 ERASEABLE
1362 void PrintToChatAll(string text)
1363 {
1364         text = strcat("\{1}^7", text, "\n");
1365         bprint(text);
1366 }
1367
1368 ERASEABLE
1369 void DebugPrintToChatAll(string text)
1370 {
1371         if (autocvar_developer > 0)
1372         {
1373                 PrintToChatAll(text);
1374         }
1375 }
1376
1377 ERASEABLE
1378 void PrintToChatTeam(int team_num, string text)
1379 {
1380         text = strcat("\{1}^7", text, "\n");
1381         FOREACH_CLIENT(IS_REAL_CLIENT(it),
1382         {
1383                 if (it.team == team_num)
1384                 {
1385                         sprint(it, text);
1386                 }
1387         });
1388 }
1389
1390 ERASEABLE
1391 void DebugPrintToChatTeam(int team_num, string text)
1392 {
1393         if (autocvar_developer > 0)
1394         {
1395                 PrintToChatTeam(team_num, text);
1396         }
1397 }
1398
1399 void play_countdown(entity this, float finished, Sound samp)
1400 {
1401         TC(Sound, samp);
1402         if(IS_REAL_CLIENT(this))
1403                 if(floor(finished - time - frametime) != floor(finished - time))
1404                         if(finished - time < 6)
1405                                 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1406 }
1407
1408 void player_powerups(entity this)
1409 {
1410         if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1411                 this.modelflags |= MF_ROCKET;
1412         else
1413                 this.modelflags &= ~MF_ROCKET;
1414
1415         this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1416
1417         if (IS_DEAD(this))
1418         {
1419                 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1420                 {
1421                         sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1422                         stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1423                         this.items &= ~ITEM_Strength.m_itemid;
1424                         this.items &= ~ITEM_Shield.m_itemid;
1425                         this.items -= (this.items & IT_SUPERWEAPON);
1426                 }
1427         }
1428
1429         if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1430                 return;
1431
1432         // add a way to see what the items were BEFORE all of these checks for the mutator hook
1433         int items_prev = this.items;
1434
1435         Fire_ApplyDamage(this);
1436         Fire_ApplyEffect(this);
1437
1438         if (!MUTATOR_IS_ENABLED(mutator_instagib))
1439         {
1440                 if (this.items & ITEM_Strength.m_itemid)
1441                 {
1442                         play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1443                         this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1444                         if (time > STAT(STRENGTH_FINISHED, this))
1445                         {
1446                                 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1447                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1448                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1449                         }
1450                 }
1451                 else
1452                 {
1453                         if (time < STAT(STRENGTH_FINISHED, this))
1454                         {
1455                                 this.items = this.items | ITEM_Strength.m_itemid;
1456                                 if(!g_cts)
1457                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1458                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1459                         }
1460                 }
1461                 if (this.items & ITEM_Shield.m_itemid)
1462                 {
1463                         play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1464                         this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1465                         if (time > STAT(INVINCIBLE_FINISHED, this))
1466                         {
1467                                 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1468                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1469                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1470                         }
1471                 }
1472                 else
1473                 {
1474                         if (time < STAT(INVINCIBLE_FINISHED, this))
1475                         {
1476                                 this.items = this.items | ITEM_Shield.m_itemid;
1477                                 if(!g_cts)
1478                                         Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1479                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1480                         }
1481                 }
1482                 if (this.items & IT_SUPERWEAPON)
1483                 {
1484                         if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1485                         {
1486                                 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1487                                 this.items = this.items - (this.items & IT_SUPERWEAPON);
1488                                 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1489                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1490                         }
1491                         else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1492                         {
1493                                 // don't let them run out
1494                         }
1495                         else
1496                         {
1497                                 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1498                                 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1499                                 {
1500                                         this.items = this.items - (this.items & IT_SUPERWEAPON);
1501                                         STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1502                                         //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1503                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1504                                 }
1505                         }
1506                 }
1507                 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1508                 {
1509                         if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1510                         {
1511                                 this.items = this.items | IT_SUPERWEAPON;
1512                                 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1513                                 {
1514                                         if(!g_cts)
1515                                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1516                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1517                                 }
1518                         }
1519                         else
1520                         {
1521                                 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1522                                 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1523                         }
1524                 }
1525                 else
1526                 {
1527                         STAT(SUPERWEAPONS_FINISHED, this) = 0;
1528                 }
1529         }
1530
1531         if(autocvar_g_nodepthtestplayers)
1532                 this.effects = this.effects | EF_NODEPTHTEST;
1533
1534         if(autocvar_g_fullbrightplayers)
1535                 this.effects = this.effects | EF_FULLBRIGHT;
1536
1537         if (time >= game_starttime)
1538         if (time < this.spawnshieldtime)
1539                 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1540
1541         MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1542 }
1543
1544 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1545 {
1546         if(current > stable)
1547                 return current;
1548         else if(current > stable - 0.25) // when close enough, "snap"
1549                 return stable;
1550         else
1551                 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1552 }
1553
1554 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1555 {
1556         if(current < stable)
1557                 return current;
1558         else if(current < stable + 0.25) // when close enough, "snap"
1559                 return stable;
1560         else
1561                 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1562 }
1563
1564 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)
1565 {
1566         float old = GetResource(this, res);
1567         float current = old;
1568         if(current > rotstable)
1569         {
1570                 if(rotframetime > 0)
1571                 {
1572                         current = CalcRot(current, rotstable, rotfactor, rotframetime);
1573                         current = max(rotstable, current - rotlinear * rotframetime);
1574                 }
1575         }
1576         else if(current < regenstable)
1577         {
1578                 if(regenframetime > 0)
1579                 {
1580                         current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1581                         current = min(regenstable, current + regenlinear * regenframetime);
1582                 }
1583         }
1584
1585         float limit = GetResourceLimit(this, res) * limit_mod;
1586         if(current > limit)
1587                 current = limit;
1588
1589         if (current != old)
1590                 SetResource(this, res, current);
1591 }
1592
1593 void player_regen(entity this)
1594 {
1595         float max_mod, regen_mod, rot_mod, limit_mod;
1596         max_mod = regen_mod = rot_mod = limit_mod = 1;
1597
1598         float regen_health = autocvar_g_balance_health_regen;
1599         float regen_health_linear = autocvar_g_balance_health_regenlinear;
1600         float regen_health_rot = autocvar_g_balance_health_rot;
1601         float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1602         float regen_health_stable = autocvar_g_balance_health_regenstable;
1603         float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1604         bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1605                 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1606         max_mod = M_ARGV(1, float);
1607         regen_mod = M_ARGV(2, float);
1608         rot_mod = M_ARGV(3, float);
1609         limit_mod = M_ARGV(4, float);
1610         regen_health = M_ARGV(5, float);
1611         regen_health_linear = M_ARGV(6, float);
1612         regen_health_rot = M_ARGV(7, float);
1613         regen_health_rotlinear = M_ARGV(8, float);
1614         regen_health_stable = M_ARGV(9, float);
1615         regen_health_rotstable = M_ARGV(10, float);
1616
1617         if(!mutator_returnvalue)
1618         if(!STAT(FROZEN, this))
1619         {
1620                 float maxa = autocvar_g_balance_armor_rotstable;
1621                 float mina = autocvar_g_balance_armor_regenstable;
1622
1623                 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1624                         regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1625                         rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1626
1627                 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1628                         regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1629                         rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1630         }
1631
1632         // if player rotted to death...  die!
1633         // check this outside above checks, as player may still be able to rot to death
1634         if(GetResource(this, RES_HEALTH) < 1)
1635         {
1636                 if(this.vehicle)
1637                         vehicles_exit(this.vehicle, VHEF_RELEASE);
1638                 if(this.event_damage)
1639                         this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1640         }
1641
1642         if (!(this.items & IT_UNLIMITED_AMMO))
1643         {
1644                 float maxf = autocvar_g_balance_fuel_rotstable;
1645                 float minf = autocvar_g_balance_fuel_regenstable;
1646
1647                 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1648                         frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1649                         maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1650         }
1651 }
1652
1653 bool zoomstate_set;
1654 void SetZoomState(entity this, float newzoom)
1655 {
1656         if(newzoom != CS(this).zoomstate)
1657         {
1658                 CS(this).zoomstate = newzoom;
1659                 ClientData_Touch(this);
1660         }
1661         zoomstate_set = true;
1662 }
1663
1664 void GetPressedKeys(entity this)
1665 {
1666         MUTATOR_CALLHOOK(GetPressedKeys, this);
1667         int keys = STAT(PRESSED_KEYS, this);
1668         keys = BITSET(keys, KEY_FORWARD,        CS(this).movement.x > 0);
1669         keys = BITSET(keys, KEY_BACKWARD,       CS(this).movement.x < 0);
1670         keys = BITSET(keys, KEY_RIGHT,          CS(this).movement.y > 0);
1671         keys = BITSET(keys, KEY_LEFT,           CS(this).movement.y < 0);
1672
1673         keys = BITSET(keys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(this));
1674         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
1675         keys = BITSET(keys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(this));
1676         keys = BITSET(keys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(this));
1677         CS(this).pressedkeys = keys; // store for other users
1678
1679         STAT(PRESSED_KEYS, this) = keys;
1680 }
1681
1682 /*
1683 ======================
1684 spectate mode routines
1685 ======================
1686 */
1687
1688 void SpectateCopy(entity this, entity spectatee)
1689 {
1690         TC(Client, this); TC(Client, spectatee);
1691
1692         MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1693         PS(this) = PS(spectatee);
1694         this.armortype = spectatee.armortype;
1695         SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1696         SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1697         SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1698         SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1699         SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1700         SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1701         SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1702         this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1703         SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1704         CS(this).impulse = 0;
1705         this.disableclientprediction = 1; // no need to run prediction on a spectator
1706         this.items = spectatee.items;
1707         STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1708         STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1709         STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1710         STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1711         STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1712         this.air_finished = spectatee.air_finished;
1713         STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1714         STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1715         this.punchangle = spectatee.punchangle;
1716         this.view_ofs = spectatee.view_ofs;
1717         this.velocity = spectatee.velocity;
1718         this.dmg_take = spectatee.dmg_take;
1719         this.dmg_save = spectatee.dmg_save;
1720         this.dmg_inflictor = spectatee.dmg_inflictor;
1721         this.v_angle = spectatee.v_angle;
1722         this.angles = spectatee.v_angle;
1723         STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1724         STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1725         this.viewloc = spectatee.viewloc;
1726         if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1727                 this.fixangle = true;
1728         setorigin(this, spectatee.origin);
1729         setsize(this, spectatee.mins, spectatee.maxs);
1730         SetZoomState(this, CS(spectatee).zoomstate);
1731
1732     anticheat_spectatecopy(this, spectatee);
1733         STAT(HUD, this) = STAT(HUD, spectatee);
1734         if(spectatee.vehicle)
1735     {
1736         this.angles = spectatee.v_angle;
1737
1738         //this.fixangle = false;
1739         //this.velocity = spectatee.vehicle.velocity;
1740         this.vehicle_health = spectatee.vehicle_health;
1741         this.vehicle_shield = spectatee.vehicle_shield;
1742         this.vehicle_energy = spectatee.vehicle_energy;
1743         this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1744         this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1745         this.vehicle_reload1 = spectatee.vehicle_reload1;
1746         this.vehicle_reload2 = spectatee.vehicle_reload2;
1747
1748         //msg_entity = this;
1749
1750        // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1751             //WriteAngle(MSG_ONE,  spectatee.v_angle.x);
1752            // WriteAngle(MSG_ONE,  spectatee.v_angle.y);
1753            // WriteAngle(MSG_ONE,  spectatee.v_angle.z);
1754
1755         //WriteByte (MSG_ONE, SVC_SETVIEW);
1756         //    WriteEntity(MSG_ONE, this);
1757         //makevectors(spectatee.v_angle);
1758         //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1759     }
1760 }
1761
1762 bool SpectateUpdate(entity this)
1763 {
1764         if(!this.enemy)
1765                 return false;
1766
1767         if(!IS_PLAYER(this.enemy) || this == this.enemy)
1768         {
1769                 SetSpectatee(this, NULL);
1770                 return false;
1771         }
1772
1773         SpectateCopy(this, this.enemy);
1774
1775         return true;
1776 }
1777
1778 bool SpectateSet(entity this)
1779 {
1780         if(!IS_PLAYER(this.enemy))
1781                 return false;
1782
1783         ClientData_Touch(this.enemy);
1784
1785         msg_entity = this;
1786         WriteByte(MSG_ONE, SVC_SETVIEW);
1787         WriteEntity(MSG_ONE, this.enemy);
1788         set_movetype(this, MOVETYPE_NONE);
1789         accuracy_resend(this);
1790
1791         if(!SpectateUpdate(this))
1792                 PutObserverInServer(this);
1793
1794         return true;
1795 }
1796
1797 void SetSpectatee_status(entity this, int spectatee_num)
1798 {
1799         int oldspectatee_status = CS(this).spectatee_status;
1800         CS(this).spectatee_status = spectatee_num;
1801
1802         if (CS(this).spectatee_status != oldspectatee_status)
1803         {
1804                 if (STAT(PRESSED_KEYS, this))
1805                 {
1806                         CS(this).pressedkeys = 0;
1807                         STAT(PRESSED_KEYS, this) = 0;
1808                 }
1809                 ClientData_Touch(this);
1810                 if (g_race || g_cts) race_InitSpectator();
1811         }
1812 }
1813
1814 void SetSpectatee(entity this, entity spectatee)
1815 {
1816         if(IS_BOT_CLIENT(this))
1817                 return; // bots abuse .enemy, this code is useless to them
1818
1819         entity old_spectatee = this.enemy;
1820
1821         this.enemy = spectatee;
1822
1823         // WEAPONTODO
1824         // these are required to fix the spectator bug with arc
1825         if(old_spectatee)
1826         {
1827                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1828                 {
1829                         .entity weaponentity = weaponentities[slot];
1830                         if(old_spectatee.(weaponentity).arc_beam)
1831                                 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1832                 }
1833         }
1834         if(this.enemy)
1835         {
1836                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1837                 {
1838                         .entity weaponentity = weaponentities[slot];
1839                         if(this.enemy.(weaponentity).arc_beam)
1840                                 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1841                 }
1842         }
1843
1844         if (this.enemy)
1845                 SetSpectatee_status(this, etof(this.enemy));
1846
1847         // needed to update spectator list
1848         if(old_spectatee) { ClientData_Touch(old_spectatee); }
1849 }
1850
1851 bool Spectate(entity this, entity pl)
1852 {
1853         if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1854                 return false;
1855         pl = M_ARGV(1, entity);
1856
1857         SetSpectatee(this, pl);
1858         return SpectateSet(this);
1859 }
1860
1861 bool SpectateNext(entity this)
1862 {
1863         entity ent = find(this.enemy, classname, STR_PLAYER);
1864
1865         if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1866                 ent = M_ARGV(1, entity);
1867         else if (!ent)
1868                 ent = find(ent, classname, STR_PLAYER);
1869
1870         if(ent) { SetSpectatee(this, ent); }
1871
1872         return SpectateSet(this);
1873 }
1874
1875 bool SpectatePrev(entity this)
1876 {
1877         // NOTE: chain order is from the highest to the lower entnum (unlike find)
1878         entity ent = findchain(classname, STR_PLAYER);
1879         if (!ent) // no player
1880                 return false;
1881
1882         entity first = ent;
1883         // skip players until current spectated player
1884         if(this.enemy)
1885         while(ent && ent != this.enemy)
1886                 ent = ent.chain;
1887
1888         switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1889         {
1890                 case MUT_SPECPREV_FOUND:
1891                     ent = M_ARGV(1, entity);
1892                     break;
1893                 case MUT_SPECPREV_RETURN:
1894                     return true;
1895                 case MUT_SPECPREV_CONTINUE:
1896                 default:
1897                 {
1898                         if(ent.chain)
1899                                 ent = ent.chain;
1900                         else
1901                                 ent = first;
1902                         break;
1903                 }
1904         }
1905
1906         SetSpectatee(this, ent);
1907         return SpectateSet(this);
1908 }
1909
1910 /*
1911 =============
1912 ShowRespawnCountdown()
1913
1914 Update a respawn countdown display.
1915 =============
1916 */
1917 void ShowRespawnCountdown(entity this)
1918 {
1919         float number;
1920         if(!IS_DEAD(this)) // just respawned?
1921                 return;
1922         else
1923         {
1924                 number = ceil(this.respawn_time - time);
1925                 if(number <= 0)
1926                         return;
1927                 if(number <= this.respawn_countdown)
1928                 {
1929                         this.respawn_countdown = number - 1;
1930                         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
1931                                 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1932                 }
1933         }
1934 }
1935
1936 .bool team_selected;
1937 bool ShowTeamSelection(entity this)
1938 {
1939         if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1940                 return false;
1941         stuffcmd(this, "menu_showteamselect\n");
1942         return true;
1943 }
1944 void Join(entity this)
1945 {
1946         TRANSMUTE(Player, this);
1947
1948         if(!this.team_selected)
1949         if(autocvar_g_campaign || autocvar_g_balance_teams)
1950                 TeamBalance_JoinBestTeam(this);
1951
1952         if(autocvar_g_campaign)
1953                 campaign_bots_may_start = true;
1954
1955         Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1956
1957         PutClientInServer(this);
1958
1959         if(IS_PLAYER(this))
1960         if(teamplay && this.team != -1)
1961         {
1962         }
1963         else
1964                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1965         this.team_selected = false;
1966 }
1967
1968 int GetPlayerLimit()
1969 {
1970         if(g_duel)
1971                 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)
1972         int player_limit = autocvar_g_maxplayers;
1973         MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1974         player_limit = M_ARGV(0, int);
1975         return player_limit;
1976 }
1977
1978 /**
1979  * Determines whether the player is allowed to join. This depends on cvar
1980  * g_maxplayers, if it isn't used this function always return true, otherwise
1981  * it checks whether the number of currently playing players exceeds g_maxplayers.
1982  * @return int number of free slots for players, 0 if none
1983  */
1984 int nJoinAllowed(entity this, entity ignore)
1985 {
1986         if(!ignore)
1987         // this is called that way when checking if anyone may be able to join (to build qcstatus)
1988         // so report 0 free slots if restricted
1989         {
1990                 if(autocvar_g_forced_team_otherwise == "spectate")
1991                         return 0;
1992                 if(autocvar_g_forced_team_otherwise == "spectator")
1993                         return 0;
1994         }
1995
1996         if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
1997                 return 0; // forced spectators can never join
1998
1999         // TODO simplify this
2000         int totalClients = 0;
2001         int currentlyPlaying = 0;
2002         FOREACH_CLIENT(true, {
2003                 if(it != ignore)
2004                         ++totalClients;
2005                 if(IS_REAL_CLIENT(it))
2006                 if(IS_PLAYER(it) || it.caplayer)
2007                         ++currentlyPlaying;
2008         });
2009
2010         int player_limit = GetPlayerLimit();
2011
2012         float free_slots = 0;
2013         if (!player_limit)
2014                 free_slots = maxclients - totalClients;
2015         else if(currentlyPlaying < player_limit)
2016                 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2017
2018         static float msg_time = 0;
2019         if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2020         {
2021                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2022                 msg_time = time + 0.5;
2023         }
2024
2025         return free_slots;
2026 }
2027
2028 /**
2029  * Checks whether the client is an observer or spectator, if so, he will get kicked after
2030  * g_maxplayers_spectator_blocktime seconds
2031  */
2032 void checkSpectatorBlock(entity this)
2033 {
2034         if(IS_SPEC(this) || IS_OBSERVER(this))
2035         if(!this.caplayer)
2036         if(IS_REAL_CLIENT(this))
2037         {
2038                 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2039                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2040                         dropclient(this);
2041                 }
2042         }
2043 }
2044
2045 void PrintWelcomeMessage(entity this)
2046 {
2047         if(CS(this).motd_actived_time == 0)
2048         {
2049                 if (autocvar_g_campaign) {
2050                         if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2051                                 CS(this).motd_actived_time = time;
2052                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2053                         }
2054                 } else {
2055                         if (PHYS_INPUT_BUTTON_INFO(this)) {
2056                                 CS(this).motd_actived_time = time;
2057                                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2058                         }
2059                 }
2060         }
2061         else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2062         {
2063                 if (autocvar_g_campaign) {
2064                         if (PHYS_INPUT_BUTTON_INFO(this))
2065                                 CS(this).motd_actived_time = time;
2066                         else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2067                                 CS(this).motd_actived_time = 0;
2068                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2069                         }
2070                 } else {
2071                         if (PHYS_INPUT_BUTTON_INFO(this))
2072                                 CS(this).motd_actived_time = time;
2073                         else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2074                                 CS(this).motd_actived_time = 0;
2075                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2076                         }
2077                 }
2078         }
2079         else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2080         {
2081                 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2082                         CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2083                 else if (CS(this).motd_actived_time == -2)
2084                 {
2085                         // instantly hide MOTD
2086                         CS(this).motd_actived_time = 0;
2087                         if (autocvar_g_campaign)
2088                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2089                         else
2090                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2091                 }
2092                 else if (IS_PLAYER(this) || IS_SPEC(this))
2093                 {
2094                         // FIXME occasionally for some reason MOTD never goes away
2095                         // delay MOTD removal a little bit in the hope it fixes this bug
2096                         if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2097                                 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2098                         else //if (CS(this).motd_actived_time < -2)
2099                                 CS(this).motd_actived_time++;
2100                 }
2101         }
2102 }
2103
2104 const int MIN_SPEC_TIME = 1;
2105 bool joinAllowed(entity this)
2106 {
2107         if (CS(this).version_mismatch) return false;
2108         if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2109         if (!nJoinAllowed(this, this)) return false;
2110         if (teamplay && lockteams) return false;
2111         if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2112         if (ShowTeamSelection(this)) return false;
2113         return true;
2114 }
2115
2116 .string shootfromfixedorigin;
2117 .bool dualwielding_prev;
2118 bool PlayerThink(entity this)
2119 {
2120         if (game_stopped || intermission_running) {
2121                 this.modelflags &= ~MF_ROCKET;
2122                 if(intermission_running)
2123                         IntermissionThink(this);
2124                 return false;
2125         }
2126
2127         if (timeout_status == TIMEOUT_ACTIVE) {
2128         // don't allow the player to turn around while game is paused
2129                 // FIXME turn this into CSQC stuff
2130                 this.v_angle = this.lastV_angle;
2131                 this.angles = this.lastV_angle;
2132                 this.fixangle = true;
2133         }
2134
2135         if (frametime) player_powerups(this);
2136
2137         if (IS_DEAD(this)) {
2138                 if (this.personal && g_race_qualifying) {
2139                         if (time > this.respawn_time) {
2140                                 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2141                                 respawn(this);
2142                                 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2143                         }
2144                 } else {
2145                         if (frametime) player_anim(this);
2146
2147                         if (this.respawn_flags & RESPAWN_DENY)
2148                         {
2149                                 STAT(RESPAWN_TIME, this) = 0;
2150                                 return false;
2151                         }
2152
2153                         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));
2154
2155                         switch(this.deadflag)
2156                         {
2157                                 case DEAD_DYING:
2158                                 {
2159                                         if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2160                                                 this.deadflag = DEAD_RESPAWNING;
2161                                         else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2162                                                 this.deadflag = DEAD_DEAD;
2163                                         break;
2164                                 }
2165                                 case DEAD_DEAD:
2166                                 {
2167                                         if (button_pressed)
2168                                                 this.deadflag = DEAD_RESPAWNABLE;
2169                                         else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2170                                                 this.deadflag = DEAD_RESPAWNING;
2171                                         break;
2172                                 }
2173                                 case DEAD_RESPAWNABLE:
2174                                 {
2175                                         if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2176                                                 this.deadflag = DEAD_RESPAWNING;
2177                                         break;
2178                                 }
2179                                 case DEAD_RESPAWNING:
2180                                 {
2181                                         if (time > this.respawn_time)
2182                                         {
2183                                                 this.respawn_time = time + 1; // only retry once a second
2184                                                 this.respawn_time_max = this.respawn_time;
2185                                                 respawn(this);
2186                                         }
2187                                         break;
2188                                 }
2189                         }
2190
2191                         ShowRespawnCountdown(this);
2192
2193                         if (this.respawn_flags & RESPAWN_SILENT)
2194                                 STAT(RESPAWN_TIME, this) = 0;
2195                         else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2196                         {
2197                                 if (time < this.respawn_time)
2198                                         STAT(RESPAWN_TIME, this) = this.respawn_time;
2199                                 else if (this.deadflag != DEAD_RESPAWNING)
2200                                         STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2201                         }
2202                         else
2203                                 STAT(RESPAWN_TIME, this) = this.respawn_time;
2204                 }
2205
2206                 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2207                 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2208                         STAT(RESPAWN_TIME, this) *= -1;
2209
2210                 return false;
2211         }
2212
2213         FixPlayermodel(this);
2214
2215         if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2216                 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2217                 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2218         }
2219
2220         // reset gun alignment when dual wielding status changes
2221         // to ensure guns are always aligned right and left
2222         bool dualwielding = W_DualWielding(this);
2223         if(this.dualwielding_prev != dualwielding)
2224         {
2225                 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2226                 this.dualwielding_prev = dualwielding;
2227         }
2228
2229         // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2230         //if(frametime)
2231         {
2232                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2233                 {
2234                         .entity weaponentity = weaponentities[slot];
2235                         if(WEP_CVAR(vortex, charge_always))
2236                                 W_Vortex_Charge(this, weaponentity, frametime);
2237                         W_WeaponFrame(this, weaponentity);
2238                 }
2239         }
2240
2241         if (frametime)
2242         {
2243                 // WEAPONTODO: Add a weapon request for this
2244                 // rot vortex charge to the charge limit
2245                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2246                 {
2247                         .entity weaponentity = weaponentities[slot];
2248                         if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2249                                 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2250                 }
2251
2252                 player_regen(this);
2253                 player_anim(this);
2254                 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2255         }
2256
2257         secrets_setstatus(this);
2258         monsters_setstatus(this);
2259
2260         return true;
2261 }
2262
2263 .bool would_spectate;
2264 void ObserverThink(entity this)
2265 {
2266         if ( CS(this).impulse )
2267         {
2268                 MinigameImpulse(this, CS(this).impulse);
2269                 CS(this).impulse = 0;
2270         }
2271
2272         if (this.flags & FL_JUMPRELEASED) {
2273                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2274                         this.flags &= ~FL_JUMPRELEASED;
2275                         this.flags |= FL_SPAWNING;
2276                 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2277                         this.flags &= ~FL_JUMPRELEASED;
2278                         if(SpectateNext(this)) {
2279                                 TRANSMUTE(Spectator, this);
2280                         }
2281                 } else {
2282                         int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2283                         set_movetype(this, preferred_movetype);
2284                 }
2285         } else {
2286                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2287                         this.flags |= FL_JUMPRELEASED;
2288                         if(this.flags & FL_SPAWNING)
2289                         {
2290                                 this.flags &= ~FL_SPAWNING;
2291                                 if(joinAllowed(this))
2292                                         Join(this);
2293                                 return;
2294                         }
2295                 }
2296         }
2297 }
2298
2299 void SpectatorThink(entity this)
2300 {
2301         if ( CS(this).impulse )
2302         {
2303                 if(MinigameImpulse(this, CS(this).impulse))
2304                         CS(this).impulse = 0;
2305
2306                 if (CS(this).impulse == IMP_weapon_drop.impulse)
2307                 {
2308                         STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2309                         CS(this).impulse = 0;
2310                         return;
2311                 }
2312         }
2313
2314         if (this.flags & FL_JUMPRELEASED) {
2315                 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2316                         this.flags &= ~FL_JUMPRELEASED;
2317                         this.flags |= FL_SPAWNING;
2318                 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2319                         this.flags &= ~FL_JUMPRELEASED;
2320                         if(SpectateNext(this)) {
2321                                 TRANSMUTE(Spectator, this);
2322                         } else {
2323                                 TRANSMUTE(Observer, this);
2324                                 PutClientInServer(this);
2325                         }
2326                         CS(this).impulse = 0;
2327                 } else if(CS(this).impulse == 12 || CS(this).impulse == 16  || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2328                         this.flags &= ~FL_JUMPRELEASED;
2329                         if(SpectatePrev(this)) {
2330                                 TRANSMUTE(Spectator, this);
2331                         } else {
2332                                 TRANSMUTE(Observer, this);
2333                                 PutClientInServer(this);
2334                         }
2335                         CS(this).impulse = 0;
2336                 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2337                         this.would_spectate = false;
2338                         this.flags &= ~FL_JUMPRELEASED;
2339                         TRANSMUTE(Observer, this);
2340                         PutClientInServer(this);
2341                 } else {
2342                         if(!SpectateUpdate(this))
2343                         {
2344                                 if(!SpectateNext(this))
2345                                 {
2346                                         PutObserverInServer(this);
2347                                         this.would_spectate = true;
2348                                 }
2349                         }
2350                 }
2351         } else {
2352                 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2353                         this.flags |= FL_JUMPRELEASED;
2354                         if(this.flags & FL_SPAWNING)
2355                         {
2356                                 this.flags &= ~FL_SPAWNING;
2357                                 Join(this);
2358                                 return;
2359                         }
2360                 }
2361                 if(!SpectateUpdate(this))
2362                         PutObserverInServer(this);
2363         }
2364
2365         this.flags |= FL_CLIENT | FL_NOTARGET;
2366 }
2367
2368 void PlayerUseKey(entity this)
2369 {
2370         if (!IS_PLAYER(this))
2371                 return;
2372
2373         if(this.vehicle)
2374         {
2375                 if(!game_stopped)
2376                 {
2377                         vehicles_exit(this.vehicle, VHEF_NORMAL);
2378                         return;
2379                 }
2380         }
2381         else if(autocvar_g_vehicles_enter)
2382         {
2383                 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2384                 {
2385                         entity head, closest_target = NULL;
2386                         head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2387
2388                         while(head) // find the closest acceptable target to enter
2389                         {
2390                                 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2391                                 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2392                                 {
2393                                         if(closest_target)
2394                                         {
2395                                                 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2396                                                 { closest_target = head; }
2397                                         }
2398                                         else { closest_target = head; }
2399                                 }
2400
2401                                 head = head.chain;
2402                         }
2403
2404                         if(closest_target) { vehicles_enter(this, closest_target); return; }
2405                 }
2406         }
2407
2408         // a use key was pressed; call handlers
2409         MUTATOR_CALLHOOK(PlayerUseKey, this);
2410 }
2411
2412
2413 /*
2414 =============
2415 PlayerPreThink
2416
2417 Called every frame for each client before the physics are run
2418 =============
2419 */
2420 .float last_vehiclecheck;
2421 void PlayerPreThink (entity this)
2422 {
2423         STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2424         STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2425
2426         WarpZone_PlayerPhysics_FixVAngle(this);
2427
2428         if (frametime) {
2429                 // physics frames: update anticheat stuff
2430                 anticheat_prethink(this);
2431         }
2432
2433         if (blockSpectators && frametime) {
2434                 // WORKAROUND: only use dropclient in server frames (frametime set).
2435                 // Never use it in cl_movement frames (frametime zero).
2436                 checkSpectatorBlock(this);
2437         }
2438
2439         zoomstate_set = false;
2440
2441         // Check for nameless players
2442         if (this.netname == "" || this.netname != CS(this).netname_previous)
2443         {
2444                 bool assume_unchanged = (CS(this).netname_previous == "");
2445                 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2446                 {
2447                         int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2448                         this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2449                         sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2450                         assume_unchanged = false;
2451                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2452                 }
2453                 if (isInvisibleString(this.netname))
2454                 {
2455                         this.netname = strzone(sprintf("Player#%d", this.playerid));
2456                         sprint(this, "Warning: invisible names are not allowed.\n");
2457                         assume_unchanged = false;
2458                         // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2459                 }
2460                 if (!assume_unchanged && autocvar_sv_eventlog)
2461                         GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2462                 strcpy(CS(this).netname_previous, this.netname);
2463         }
2464
2465         // version nagging
2466         if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2467         CS(this).version_nagtime = 0;
2468         if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2469             // git client
2470         } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2471             // git server
2472             Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2473         } else {
2474             int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2475             if (r < 0) { // old client
2476                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2477             } else if (r > 0) { // old server
2478                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2479             }
2480         }
2481     }
2482
2483         // GOD MODE info
2484         if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2485         {
2486                 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2487                 this.max_armorvalue = 0;
2488         }
2489
2490         if (frametime && IS_PLAYER(this))
2491         {
2492                 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2493                 {
2494                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2495                         SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2496                         this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2497
2498                         if (STAT(REVIVE_PROGRESS, this) >= 1)
2499                                 Unfreeze(this, false);
2500                 }
2501                 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2502                 {
2503                         STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2504                         SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2505
2506                         if (GetResource(this, RES_HEALTH) < 1)
2507                         {
2508                                 if (this.vehicle)
2509                                         vehicles_exit(this.vehicle, VHEF_RELEASE);
2510                                 if(this.event_damage)
2511                                         this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2512                         }
2513                         else if (STAT(REVIVE_PROGRESS, this) <= 0)
2514                                 Unfreeze(this, false);
2515                 }
2516         }
2517
2518         MUTATOR_CALLHOOK(PlayerPreThink, this);
2519
2520         if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2521         if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2522         {
2523                 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2524                 {
2525                         if(!it.owner)
2526                         {
2527                                 if(!it.team || SAME_TEAM(this, it))
2528                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2529                                 else if(autocvar_g_vehicles_steal)
2530                                         Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2531                         }
2532                         else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2533                         {
2534                                 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2535                         }
2536                 });
2537
2538                 this.last_vehiclecheck = time + 1;
2539         }
2540
2541         if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2542         {
2543                 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2544                         PlayerUseKey(this);
2545                 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2546         }
2547
2548         if (IS_REAL_CLIENT(this))
2549                 PrintWelcomeMessage(this);
2550
2551         if (IS_PLAYER(this)) {
2552                 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2553                         error("Client can't be spawned as player on connection!");
2554                 if(!PlayerThink(this))
2555                         return;
2556         }
2557         else if (game_stopped || intermission_running) {
2558                 if(intermission_running)
2559                         IntermissionThink(this);
2560                 return;
2561         }
2562         else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2563         {
2564                 CS(this).autojoin_checked = true;
2565                 // don't do this in ClientConnect
2566                 // many things can go wrong if a client is spawned as player on connection
2567                 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2568                         || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2569                                 && (!teamplay || autocvar_g_balance_teams)))
2570                 {
2571                         campaign_bots_may_start = true;
2572                         Join(this);
2573                         return;
2574                 }
2575         }
2576         else if (IS_OBSERVER(this)) {
2577                 ObserverThink(this);
2578         }
2579         else if (IS_SPEC(this)) {
2580                 SpectatorThink(this);
2581         }
2582
2583         // WEAPONTODO: Add weapon request for this
2584         if (!zoomstate_set) {
2585                 bool wep_zoomed = false;
2586                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2587                 {
2588                         .entity weaponentity = weaponentities[slot];
2589                         Weapon thiswep = this.(weaponentity).m_weapon;
2590                         if(thiswep != WEP_Null && thiswep.wr_zoom)
2591                                 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2592                 }
2593                 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2594     }
2595
2596         if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2597         {
2598                 CS(this).teamkill_soundtime = 0;
2599
2600                 entity e = CS(this).teamkill_soundsource;
2601                 entity oldpusher = e.pusher;
2602                 e.pusher = this;
2603                 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2604                 e.pusher = oldpusher;
2605         }
2606
2607         if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2608                 CS(this).taunt_soundtime = 0;
2609                 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2610         }
2611
2612         target_voicescript_next(this);
2613
2614         // WEAPONTODO: Move into weaponsystem somehow
2615         // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2616         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2617         {
2618                 .entity weaponentity = weaponentities[slot];
2619                 if(this.(weaponentity).m_weapon == WEP_Null)
2620                         this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2621         }
2622 }
2623
2624 void DrownPlayer(entity this)
2625 {
2626         if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2627                 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2628         {
2629                 this.air_finished = 0;
2630                 return;
2631         }
2632
2633         if (this.waterlevel != WATERLEVEL_SUBMERGED)
2634         {
2635                 if(this.air_finished && this.air_finished < time)
2636                         PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2637                 this.air_finished = 0;
2638         }
2639         else
2640         {
2641                 if (!this.air_finished)
2642                         this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2643                 if (this.air_finished < time)
2644                 {       // drown!
2645                         if (this.pain_finished < time)
2646                         {
2647                                 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');
2648                                 this.pain_finished = time + 0.5;
2649                         }
2650                 }
2651         }
2652 }
2653
2654 .bool move_qcphysics;
2655
2656 void Player_Physics(entity this)
2657 {
2658         this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2659
2660         if(!this.move_qcphysics)
2661                 return;
2662
2663         if(!frametime && !CS(this).pm_frametime)
2664                 return;
2665
2666         Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2667
2668         CS(this).pm_frametime = 0;
2669 }
2670
2671 /*
2672 =============
2673 PlayerPostThink
2674
2675 Called every frame for each client after the physics are run
2676 =============
2677 */
2678 void PlayerPostThink (entity this)
2679 {
2680         Player_Physics(this);
2681
2682         if (sv_maxidle > 0)
2683         if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2684         if (IS_REAL_CLIENT(this))
2685         if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2686         {
2687                 int totalClients = 0;
2688                 if(sv_maxidle_slots > 0)
2689                 {
2690                         FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2691                         {
2692                                 ++totalClients;
2693                         });
2694                 }
2695
2696                 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2697                 { /* do nothing */ }
2698                 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2699                 {
2700                         if (CS(this).idlekick_lasttimeleft)
2701                         {
2702                                 CS(this).idlekick_lasttimeleft = 0;
2703                                 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2704                         }
2705                 }
2706                 else
2707                 {
2708                         float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2709                         if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2710                                 if (!CS(this).idlekick_lasttimeleft)
2711                                         Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2712                         }
2713                         if (timeleft <= 0) {
2714                                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2715                                 dropclient(this);
2716                                 return;
2717                         }
2718                         else if (timeleft <= 10) {
2719                                 if (timeleft != CS(this).idlekick_lasttimeleft) {
2720                                     Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2721                 }
2722                                 CS(this).idlekick_lasttimeleft = timeleft;
2723                         }
2724                 }
2725         }
2726
2727         CheatFrame(this);
2728
2729         if (game_stopped)
2730         {
2731                 this.solid = SOLID_NOT;
2732                 this.takedamage = DAMAGE_NO;
2733                 set_movetype(this, MOVETYPE_NONE);
2734         }
2735
2736         if (IS_PLAYER(this)) {
2737                 if(this.death_time == time && IS_DEAD(this))
2738                 {
2739                         // player's bbox gets resized now, instead of in the damage event that killed the player,
2740                         // once all the damage events of this frame have been processed with normal size
2741                         this.maxs.z = 5;
2742                         setsize(this, this.mins, this.maxs);
2743                 }
2744                 DrownPlayer(this);
2745                 UpdateChatBubble(this);
2746                 if (CS(this).impulse) ImpulseCommands(this);
2747                 if (game_stopped)
2748                 {
2749                         CSQCMODEL_AUTOUPDATE(this);
2750                         return;
2751                 }
2752                 GetPressedKeys(this);
2753         }
2754         else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2755         {
2756                 CS(this).pressedkeys = 0;
2757                 STAT(PRESSED_KEYS, this) = 0;
2758         }
2759
2760         if (this.waypointsprite_attachedforcarrier) {
2761                 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2762                 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2763         }
2764
2765         CSQCMODEL_AUTOUPDATE(this);
2766 }
2767
2768 /**
2769  * message "": do not say, just test flood control
2770  * return value:
2771  *   1 = accept
2772  *   0 = reject
2773  *  -1 = fake accept
2774  */
2775 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2776 {
2777         if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2778                 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2779
2780         if (source)
2781                 msgin = formatmessage(source, msgin);
2782
2783         string colorstr;
2784         if (!(IS_PLAYER(source) || source.caplayer))
2785                 colorstr = "^0"; // black for spectators
2786         else if(teamplay)
2787                 colorstr = Team_ColorCode(source.team);
2788         else
2789         {
2790                 colorstr = "";
2791                 teamsay = false;
2792         }
2793
2794         if (!source) {
2795                 colorstr = "";
2796                 teamsay = false;
2797         }
2798
2799         if(msgin != "")
2800                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2801
2802         /*
2803          * using bprint solves this... me stupid
2804         // how can we prevent the message from appearing in a listen server?
2805         // for now, just give "say" back and only handle say_team
2806         if(!teamsay)
2807         {
2808                 clientcommand(source, strcat("say ", msgin));
2809                 return;
2810         }
2811         */
2812
2813         string namestr = "";
2814         if (source)
2815                 namestr = playername(source, autocvar_g_chat_teamcolors);
2816
2817         string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2818
2819         string msgstr = "", cmsgstr = "";
2820         string privatemsgprefix = string_null;
2821         int privatemsgprefixlen = 0;
2822         if (msgin != "")
2823         {
2824                 bool found_me = false;
2825                 if(strstrofs(msgin, "/me", 0) >= 0)
2826                 {
2827                         string newmsgin = "";
2828                         string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2829                         FOREACH_WORD(msgin, true,
2830                         {
2831                                 if(strdecolorize(it) == "/me")
2832                                 {
2833                                         found_me = true;
2834                                         newmsgin = cons(newmsgin, newnamestr);
2835                                 }
2836                                 else
2837                                         newmsgin = cons(newmsgin, it);
2838                         });
2839                         msgin = newmsgin;
2840                 }
2841
2842                 if(privatesay)
2843                 {
2844                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2845                         privatemsgprefixlen = strlen(msgstr);
2846                         msgstr = strcat(msgstr, msgin);
2847                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2848                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2849                 }
2850                 else if(teamsay)
2851                 {
2852                         if(found_me)
2853                         {
2854                                 //msgin = strreplace("/me", "", msgin);
2855                                 //msgin = substring(msgin, 3, strlen(msgin));
2856                                 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2857                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2858                         }
2859                         else
2860                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2861                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2862                 }
2863                 else
2864                 {
2865                         if(found_me)
2866                         {
2867                                 //msgin = strreplace("/me", "", msgin);
2868                                 //msgin = substring(msgin, 3, strlen(msgin));
2869                                 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2870                                 msgstr = strcat("\{1}^4* ^7", msgin);
2871                         }
2872                         else {
2873                                 msgstr = "\{1}";
2874                                 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2875                                 msgstr = strcat(msgstr, msgin);
2876                         }
2877                         cmsgstr = "";
2878                 }
2879                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2880         }
2881
2882         string fullmsgstr = msgstr;
2883         string fullcmsgstr = cmsgstr;
2884
2885         // FLOOD CONTROL
2886         int flood = 0;
2887         var .float flood_field = floodcontrol_chat;
2888         if(floodcontrol && source)
2889         {
2890                 float flood_spl;
2891                 float flood_burst;
2892                 float flood_lmax;
2893                 float lines;
2894                 if(privatesay)
2895                 {
2896                         flood_spl = autocvar_g_chat_flood_spl_tell;
2897                         flood_burst = autocvar_g_chat_flood_burst_tell;
2898                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
2899                         flood_field = floodcontrol_chattell;
2900                 }
2901                 else if(teamsay)
2902                 {
2903                         flood_spl = autocvar_g_chat_flood_spl_team;
2904                         flood_burst = autocvar_g_chat_flood_burst_team;
2905                         flood_lmax = autocvar_g_chat_flood_lmax_team;
2906                         flood_field = floodcontrol_chatteam;
2907                 }
2908                 else
2909                 {
2910                         flood_spl = autocvar_g_chat_flood_spl;
2911                         flood_burst = autocvar_g_chat_flood_burst;
2912                         flood_lmax = autocvar_g_chat_flood_lmax;
2913                         flood_field = floodcontrol_chat;
2914                 }
2915                 flood_burst = max(0, flood_burst - 1);
2916                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2917
2918                 // do flood control for the default line size
2919                 if(msgstr != "")
2920                 {
2921                         getWrappedLine_remaining = msgstr;
2922                         msgstr = "";
2923                         lines = 0;
2924                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
2925                         {
2926                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
2927                                 ++lines;
2928                         }
2929                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
2930
2931                         if(getWrappedLine_remaining != "")
2932                         {
2933                                 msgstr = strcat(msgstr, "\n");
2934                                 flood = 2;
2935                         }
2936
2937                         if (time >= source.(flood_field))
2938                         {
2939                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
2940                         }
2941                         else
2942                         {
2943                                 flood = 1;
2944                                 msgstr = fullmsgstr;
2945                         }
2946                 }
2947                 else
2948                 {
2949                         if (time >= source.(flood_field))
2950                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
2951                         else
2952                                 flood = 1;
2953                 }
2954
2955                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
2956                         source.(flood_field) = flood = 0;
2957         }
2958
2959         string sourcemsgstr, sourcecmsgstr;
2960         if(flood == 2) // cannot happen for empty msgstr
2961         {
2962                 if(autocvar_g_chat_flood_notify_flooder)
2963                 {
2964                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
2965                         sourcecmsgstr = "";
2966                 }
2967                 else
2968                 {
2969                         sourcemsgstr = fullmsgstr;
2970                         sourcecmsgstr = fullcmsgstr;
2971                 }
2972                 cmsgstr = "";
2973         }
2974         else
2975         {
2976                 sourcemsgstr = msgstr;
2977                 sourcecmsgstr = cmsgstr;
2978         }
2979
2980         if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
2981         {
2982                 if (!game_stopped)
2983                 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
2984                         teamsay = -1; // spectators
2985         }
2986
2987         if(flood)
2988                 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
2989
2990         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
2991         if(privatesay)
2992                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
2993
2994         int ret;
2995         if(source && CS(source).muted)
2996         {
2997                 // always fake the message
2998                 ret = -1;
2999         }
3000         else if(flood == 1)
3001         {
3002                 if (autocvar_g_chat_flood_notify_flooder)
3003                 {
3004                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3005                         ret = 0;
3006                 }
3007                 else
3008                         ret = -1;
3009         }
3010         else
3011         {
3012                 ret = 1;
3013         }
3014
3015         if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
3016         {
3017                 if (!game_stopped)
3018                 if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
3019                         ret = -1; // just hide the message completely
3020         }
3021
3022         MUTATOR_CALLHOOK(ChatMessage, source, ret);
3023         ret = M_ARGV(1, int);
3024
3025         string event_log_msg = "";
3026
3027         if(sourcemsgstr != "" && ret != 0)
3028         {
3029                 if(ret < 0) // faked message, because the player is muted
3030                 {
3031                         sprint(source, sourcemsgstr);
3032                         if(sourcecmsgstr != "" && !privatesay)
3033                                 centerprint(source, sourcecmsgstr);
3034                 }
3035                 else if(privatesay) // private message, between 2 people only
3036                 {
3037                         sprint(source, sourcemsgstr);
3038                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3039                         if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3040                         {
3041                                 sprint(privatesay, msgstr);
3042                                 if(cmsgstr != "")
3043                                         centerprint(privatesay, cmsgstr);
3044                         }
3045                 }
3046                 else if ( teamsay && CS(source).active_minigame )
3047                 {
3048                         sprint(source, sourcemsgstr);
3049                         dedicated_print(msgstr); // send to server console too
3050                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3051                                 sprint(it, msgstr);
3052                         });
3053                         event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3054
3055                 }
3056                 else if(teamsay > 0) // team message, only sent to team mates
3057                 {
3058                         sprint(source, sourcemsgstr);
3059                         dedicated_print(msgstr); // send to server console too
3060                         if(sourcecmsgstr != "")
3061                                 centerprint(source, sourcecmsgstr);
3062                         FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3063                                 sprint(it, msgstr);
3064                                 if(cmsgstr != "")
3065                                         centerprint(it, cmsgstr);
3066                         });
3067                         event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3068                 }
3069                 else if(teamsay < 0) // spectator message, only sent to spectators
3070                 {
3071                         sprint(source, sourcemsgstr);
3072                         dedicated_print(msgstr); // send to server console too
3073                         FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3074                                 sprint(it, msgstr);
3075                         });
3076                         event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3077                 }
3078                 else
3079                 {
3080                         if (source) {
3081                                 sprint(source, sourcemsgstr);
3082                                 dedicated_print(msgstr); // send to server console too
3083                                 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3084                         }
3085                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3086                                 sprint(it, msgstr);
3087                         });
3088                         event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3089                 }
3090         }
3091
3092         if (autocvar_sv_eventlog && (event_log_msg != "")) {
3093                 GameLogEcho(event_log_msg);
3094         }
3095
3096         return ret;
3097 }
3098
3099 // hack to copy the button fields from the client entity to the Client State
3100 void PM_UpdateButtons(entity this, entity store)
3101 {
3102         if(this.impulse)
3103                 store.impulse = this.impulse;
3104         this.impulse = 0;
3105
3106         bool typing = this.buttonchat || this.button12;
3107
3108         store.button0 = (typing) ? 0 : this.button0;
3109         //button1?!
3110         store.button2 = (typing) ? 0 : this.button2;
3111         store.button3 = (typing) ? 0 : this.button3;
3112         store.button4 = this.button4;
3113         store.button5 = (typing) ? 0 : this.button5;
3114         store.button6 = this.button6;
3115         store.button7 = this.button7;
3116         store.button8 = this.button8;
3117         store.button9 = this.button9;
3118         store.button10 = this.button10;
3119         store.button11 = this.button11;
3120         store.button12 = this.button12;
3121         store.button13 = this.button13;
3122         store.button14 = this.button14;
3123         store.button15 = this.button15;
3124         store.button16 = this.button16;
3125         store.buttonuse = this.buttonuse;
3126         store.buttonchat = this.buttonchat;
3127
3128         store.cursor_active = this.cursor_active;
3129         store.cursor_screen = this.cursor_screen;
3130         store.cursor_trace_start = this.cursor_trace_start;
3131         store.cursor_trace_endpos = this.cursor_trace_endpos;
3132         store.cursor_trace_ent = this.cursor_trace_ent;
3133
3134         store.ping = this.ping;
3135         store.ping_packetloss = this.ping_packetloss;
3136         store.ping_movementloss = this.ping_movementloss;
3137
3138         store.v_angle = this.v_angle;
3139         store.movement = (typing) ? '0 0 0' : this.movement;
3140 }
3141
3142 NET_HANDLE(fpsreport, bool)
3143 {
3144         int fps = ReadShort();
3145         PlayerScore_Set(sender, SP_FPS, fps);
3146         return true;
3147 }