1 #include "cl_client.qh"
3 #include "anticheat.qh"
4 #include "cl_impulse.qh"
5 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "playerdemo.qh"
11 #include "spawnpoints.qh"
12 #include "g_damage.qh"
14 #include "command/common.qh"
19 #include "campaign.qh"
20 #include "command/common.qh"
23 #include "bot/navigation.qh"
25 #include "../common/ent_cs.qh"
26 #include <common/state.qh>
28 #include <common/effects/qc/globalsound.qh>
30 #include "../common/triggers/teleporters.qh"
32 #include "../common/vehicles/all.qh"
34 #include "weapons/hitplot.qh"
35 #include "weapons/weaponsystem.qh"
37 #include "../common/net_notice.qh"
38 #include "../common/physics/player.qh"
40 #include "../common/items/all.qc"
42 #include "../common/mutators/mutator/waypoints/all.qh"
44 #include "../common/triggers/subs.qh"
45 #include "../common/triggers/triggers.qh"
46 #include "../common/triggers/trigger/secret.qh"
48 #include "../common/minigames/sv_minigames.qh"
50 #include "../common/items/inventory.qh"
52 #include "../common/monsters/sv_monsters.qh"
54 #include "../lib/warpzone/server.qh"
56 STATIC_METHOD(Client, Add, void(Client this, int _team))
59 TRANSMUTE(Player, this);
62 PutClientInServer(this);
65 void PutObserverInServer(entity this);
67 STATIC_METHOD(Client, Remove, void(Client this))
69 TRANSMUTE(Observer, this);
70 PutClientInServer(this);
71 ClientDisconnect(this);
74 void send_CSQC_teamnagger() {
75 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
78 int CountSpectators(entity player, entity to)
80 if(!player) { return 0; } // not sure how, but best to be safe
84 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
92 void WriteSpectators(entity player, entity to)
94 if(!player) { return; } // not sure how, but best to be safe
96 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
98 WriteByte(MSG_ENTITY, num_for_edict(it));
102 bool ClientData_Send(entity this, entity to, int sf)
104 assert(to == this.owner, return false);
107 if (IS_SPEC(e)) e = e.enemy;
110 if (e.race_completed) sf |= 1; // forced scoreboard
111 if (to.spectatee_status) sf |= 2; // spectator ent number follows
112 if (e.zoomstate) sf |= 4; // zoomed
113 if (e.porto_v_angle_held) sf |= 8; // angles held
114 if (autocvar_sv_showspectators) sf |= 16; // show spectators
116 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
117 WriteByte(MSG_ENTITY, sf);
121 WriteByte(MSG_ENTITY, to.spectatee_status);
125 WriteAngle(MSG_ENTITY, e.v_angle.x);
126 WriteAngle(MSG_ENTITY, e.v_angle.y);
131 float specs = CountSpectators(e, to);
132 WriteByte(MSG_ENTITY, specs);
133 WriteSpectators(e, to);
139 void ClientData_Attach(entity this)
141 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
142 this.clientdata.drawonlytoclient = this;
143 this.clientdata.owner = this;
146 void ClientData_Detach(entity this)
148 delete(this.clientdata);
149 this.clientdata = NULL;
152 void ClientData_Touch(entity e)
154 e.clientdata.SendFlags = 1;
156 // make it spectatable
157 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
160 .string netname_previous;
162 void SetSpectatee(entity player, entity spectatee);
169 Checks if the argument string can be a valid playermodel.
170 Returns a valid one in doubt.
173 string FallbackPlayerModel;
174 string CheckPlayerModel(string plyermodel) {
175 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
177 // note: we cannot summon Don Strunzone here, some player may
178 // still have the model string set. In case anyone manages how
179 // to change a cvar default, we'll have a small leak here.
180 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
182 // only in right path
183 if( substring(plyermodel,0,14) != "models/player/")
184 return FallbackPlayerModel;
185 // only good file extensions
186 if(substring(plyermodel,-4,4) != ".zym")
187 if(substring(plyermodel,-4,4) != ".dpm")
188 if(substring(plyermodel,-4,4) != ".iqm")
189 if(substring(plyermodel,-4,4) != ".md3")
190 if(substring(plyermodel,-4,4) != ".psk")
191 return FallbackPlayerModel;
192 // forbid the LOD models
193 if(substring(plyermodel, -9,5) == "_lod1")
194 return FallbackPlayerModel;
195 if(substring(plyermodel, -9,5) == "_lod2")
196 return FallbackPlayerModel;
197 if(plyermodel != strtolower(plyermodel))
198 return FallbackPlayerModel;
199 // also, restrict to server models
200 if(autocvar_sv_servermodelsonly)
202 if(!fexists(plyermodel))
203 return FallbackPlayerModel;
208 void setplayermodel(entity e, string modelname)
210 precache_model(modelname);
211 _setmodel(e, modelname);
212 player_setupanimsformodel(e);
213 if(!autocvar_g_debug_globalsounds)
214 UpdatePlayerSounds(e);
217 void FixPlayermodel(entity player);
218 /** putting a client as observer in the server */
219 void PutObserverInServer(entity this)
221 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
222 PlayerState_detach(this);
224 if (IS_PLAYER(this) && this.health >= 1) {
226 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
230 entity spot = SelectSpawnPoint(this, true);
231 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
232 this.angles = spot.angles;
234 this.fixangle = true;
235 // offset it so that the spectator spawns higher off the ground, looks better this way
236 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
237 this.prevorigin = this.origin;
238 if (IS_REAL_CLIENT(this))
241 WriteByte(MSG_ONE, SVC_SETVIEW);
242 WriteEntity(MSG_ONE, this);
244 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
245 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
246 if(!autocvar_g_debug_globalsounds)
248 // needed for player sounds
250 FixPlayermodel(this);
252 setmodel(this, MDL_Null);
253 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
254 this.view_ofs = '0 0 0';
257 RemoveGrapplingHook(this);
258 Portal_ClearAll(this);
260 SetSpectatee(this, NULL);
265 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
269 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
271 WaypointSprite_PlayerDead(this);
273 if (mutator_returnvalue) {
274 // mutator prevents resetting teams+score
276 this.team = -1; // move this as it is needed to log the player spectating in eventlog
277 this.frags = FRAGS_SPECTATOR;
278 PlayerScore_Clear(this); // clear scores when needed
281 if (this.killcount != FRAGS_SPECTATOR)
283 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
284 if(!intermission_running)
285 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
286 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
288 if(this.just_joined == false) {
289 LogTeamchange(this.playerid, -1, 4);
291 this.just_joined = false;
294 accuracy_resend(this);
296 this.spectatortime = time;
297 this.bot_attack = false;
298 this.hud = HUD_NORMAL;
299 TRANSMUTE(Observer, this);
300 this.iscreature = false;
301 this.teleportable = TELEPORT_SIMPLE;
302 this.damagedbycontents = false;
303 this.health = FRAGS_SPECTATOR;
304 this.takedamage = DAMAGE_NO;
305 this.solid = SOLID_NOT;
306 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
307 this.flags = FL_CLIENT | FL_NOTARGET;
308 this.armorvalue = 666;
310 this.armorvalue = autocvar_g_balance_armor_start;
311 this.pauserotarmor_finished = 0;
312 this.pauserothealth_finished = 0;
313 this.pauseregen_finished = 0;
314 this.damageforcescale = 0;
316 this.respawn_flags = 0;
317 this.respawn_time = 0;
318 this.stat_respawn_time = 0;
323 this.pain_finished = 0;
324 this.strength_finished = 0;
325 this.invincible_finished = 0;
326 this.superweapons_finished = 0;
329 setthink(this, func_null);
332 this.deadflag = DEAD_NO;
334 this.revival_time = 0;
337 this.weapons = '0 0 0';
338 this.drawonlytoclient = this;
340 this.weaponname = "";
341 this.weaponmodel = "";
342 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
344 this.weaponentities[slot] = NULL;
346 this.exteriorweaponentity = NULL;
347 this.killcount = FRAGS_SPECTATOR;
348 this.velocity = '0 0 0';
349 this.avelocity = '0 0 0';
350 this.punchangle = '0 0 0';
351 this.punchvector = '0 0 0';
352 this.oldvelocity = this.velocity;
353 this.fire_endtime = -1;
354 this.event_damage = func_null;
357 int player_getspecies(entity this)
359 get_model_parameters(this.model, this.skin);
360 int s = get_model_parameters_species;
361 get_model_parameters(string_null, 0);
362 if (s < 0) return SPECIES_HUMAN;
366 .float model_randomizer;
367 void FixPlayermodel(entity player)
369 string defaultmodel = "";
371 if(autocvar_sv_defaultcharacter)
375 string s = Static_Team_ColorName_Lower(player.team);
378 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
379 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
383 if(defaultmodel == "")
385 defaultmodel = autocvar_sv_defaultplayermodel;
386 defaultskin = autocvar_sv_defaultplayerskin;
389 int n = tokenize_console(defaultmodel);
392 defaultmodel = argv(floor(n * player.model_randomizer));
393 // However, do NOT randomize if the player-selected model is in the list.
394 for (int i = 0; i < n; ++i)
395 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
396 defaultmodel = argv(i);
399 int i = strstrofs(defaultmodel, ":", 0);
402 defaultskin = stof(substring(defaultmodel, i+1, -1));
403 defaultmodel = substring(defaultmodel, 0, i);
406 if(autocvar_sv_defaultcharacterskin && !defaultskin)
410 string s = Static_Team_ColorName_Lower(player.team);
412 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
416 defaultskin = autocvar_sv_defaultplayerskin;
419 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
420 defaultmodel = M_ARGV(0, string);
421 defaultskin = M_ARGV(1, int);
425 if(defaultmodel != "")
427 if (defaultmodel != player.model)
429 vector m1 = player.mins;
430 vector m2 = player.maxs;
431 setplayermodel (player, defaultmodel);
432 setsize (player, m1, m2);
436 oldskin = player.skin;
437 player.skin = defaultskin;
439 if (player.playermodel != player.model || player.playermodel == "")
441 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
442 vector m1 = player.mins;
443 vector m2 = player.maxs;
444 setplayermodel (player, player.playermodel);
445 setsize (player, m1, m2);
449 if(!autocvar_sv_defaultcharacterskin)
451 oldskin = player.skin;
452 player.skin = stof(player.playerskin);
456 oldskin = player.skin;
457 player.skin = defaultskin;
461 if(chmdl || oldskin != player.skin) // model or skin has changed
463 player.species = player_getspecies(player); // update species
464 if(!autocvar_g_debug_globalsounds)
465 UpdatePlayerSounds(player); // update skin sounds
469 if(strlen(autocvar_sv_defaultplayercolors))
470 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
471 setcolor(player, stof(autocvar_sv_defaultplayercolors));
475 /** Called when a client spawns in the server */
476 void PutClientInServer(entity this)
478 if (IS_BOT_CLIENT(this)) {
479 TRANSMUTE(Player, this);
480 } else if (IS_REAL_CLIENT(this)) {
482 WriteByte(MSG_ONE, SVC_SETVIEW);
483 WriteEntity(MSG_ONE, this);
486 TRANSMUTE(Observer, this);
489 SetSpectatee(this, NULL);
494 MUTATOR_CALLHOOK(PutClientInServer, this);
496 if (IS_OBSERVER(this)) {
497 PutObserverInServer(this);
498 } else if (IS_PLAYER(this)) {
499 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
501 PlayerState_attach(this);
502 accuracy_resend(this);
505 JoinBestTeam(this, false, true);
507 entity spot = SelectSpawnPoint(this, false);
509 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
510 return; // spawn failed
513 TRANSMUTE(Player, this);
514 this.wasplayer = true;
515 this.iscreature = true;
516 this.teleportable = TELEPORT_NORMAL;
517 this.damagedbycontents = true;
518 set_movetype(this, MOVETYPE_WALK);
519 this.solid = SOLID_SLIDEBOX;
520 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
521 if (autocvar_g_playerclip_collisions)
522 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
523 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
524 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
525 this.frags = FRAGS_PLAYER;
526 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
527 this.flags = FL_CLIENT | FL_PICKUPITEMS;
528 if (autocvar__notarget)
529 this.flags |= FL_NOTARGET;
530 this.takedamage = DAMAGE_AIM;
531 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
535 this.ammo_shells = warmup_start_ammo_shells;
536 this.ammo_nails = warmup_start_ammo_nails;
537 this.ammo_rockets = warmup_start_ammo_rockets;
538 this.ammo_cells = warmup_start_ammo_cells;
539 this.ammo_plasma = warmup_start_ammo_plasma;
540 this.ammo_fuel = warmup_start_ammo_fuel;
541 this.health = warmup_start_health;
542 this.armorvalue = warmup_start_armorvalue;
543 this.weapons = WARMUP_START_WEAPONS;
545 this.ammo_shells = start_ammo_shells;
546 this.ammo_nails = start_ammo_nails;
547 this.ammo_rockets = start_ammo_rockets;
548 this.ammo_cells = start_ammo_cells;
549 this.ammo_plasma = start_ammo_plasma;
550 this.ammo_fuel = start_ammo_fuel;
551 this.health = start_health;
552 this.armorvalue = start_armorvalue;
553 this.weapons = start_weapons;
556 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
558 this.items = start_items;
560 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
561 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
562 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
563 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
564 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
565 // extend the pause of rotting if client was reset at the beginning of the countdown
566 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
567 float f = game_starttime - time;
568 this.spawnshieldtime += f;
569 this.pauserotarmor_finished += f;
570 this.pauserothealth_finished += f;
571 this.pauseregen_finished += f;
573 this.damageforcescale = 2;
575 this.respawn_flags = 0;
576 this.respawn_time = 0;
577 this.stat_respawn_time = 0;
578 this.scale = autocvar_sv_player_scale;
581 this.pain_finished = 0;
583 setthink(this, func_null); // players have no think function
586 this.ballistics_density = autocvar_g_ballistics_density_player;
588 this.deadflag = DEAD_NO;
590 this.angles = spot.angles;
591 this.angles_z = 0; // never spawn tilted even if the spot says to
592 if (IS_BOT_CLIENT(this))
593 this.v_angle = this.angles;
594 this.fixangle = true; // turn this way immediately
595 this.oldvelocity = this.velocity = '0 0 0';
596 this.avelocity = '0 0 0';
597 this.punchangle = '0 0 0';
598 this.punchvector = '0 0 0';
600 this.strength_finished = 0;
601 this.invincible_finished = 0;
602 this.fire_endtime = -1;
603 this.revival_time = 0;
604 this.air_finished = time + 12;
606 entity spawnevent = new_pure(spawnevent);
607 spawnevent.owner = this;
608 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
610 // Cut off any still running player sounds.
611 stopsound(this, CH_PLAYER_SINGLE);
614 FixPlayermodel(this);
615 this.drawonlytoclient = NULL;
618 this.view_ofs = STAT(PL_VIEW_OFS, NULL);
619 setsize(this, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
620 this.spawnorigin = spot.origin;
621 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
622 // don't reset back to last position, even if new position is stuck in solid
623 this.oldorigin = this.origin;
624 this.prevorigin = this.origin;
625 this.lastteleporttime = time; // prevent insane speeds due to changing origin
626 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
627 this.hud = HUD_NORMAL;
629 this.event_damage = PlayerDamage;
631 this.bot_attack = true;
632 this.monster_attack = true;
634 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
636 if (this.killcount == FRAGS_SPECTATOR) {
637 PlayerScore_Clear(this);
641 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
643 CL_SpawnWeaponentity(this, weaponentities[slot]);
645 this.alpha = default_player_alpha;
646 this.colormod = '1 1 1' * autocvar_g_player_brightness;
647 this.exteriorweaponentity.alpha = default_weapon_alpha;
649 this.speedrunning = false;
651 target_voicescript_clear(this);
653 // reset fields the weapons may use
654 FOREACH(Weapons, true, LAMBDA(
655 it.wr_resetplayer(it, this);
656 // reload all reloadable weapons
657 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
658 this.weapon_load[it.m_id] = it.reloading_ammo;
663 string s = spot.target;
664 spot.target = string_null;
665 SUB_UseTargets(spot, this, NULL);
671 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
673 if (autocvar_spawn_debug)
675 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
676 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
679 PS(this).m_switchweapon = w_getbestweapon(this);
680 this.cnt = -1; // W_LastWeapon will not complain
681 PS(this).m_weapon = WEP_Null;
682 this.weaponname = "";
683 PS(this).m_switchingweapon = WEP_Null;
685 if (!warmup_stage && !this.alivetime)
686 this.alivetime = time;
688 antilag_clear(this, CS(this));
692 void ClientInit_misc(entity this);
694 .float ebouncefactor, ebouncestop; // electro's values
695 // TODO do we need all these fields, or should we stop autodetecting runtime
696 // changes and just have a console command to update this?
697 bool ClientInit_SendEntity(entity this, entity to, int sf)
699 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
702 // MSG_INIT replacement
703 // TODO: make easier to use
705 W_PROP_reload(MSG_ONE, to);
706 ClientInit_misc(this);
707 MUTATOR_CALLHOOK(Ent_Init);
709 void ClientInit_misc(entity this)
711 int channel = MSG_ONE;
712 WriteHeader(channel, ENT_CLIENT_INIT);
713 WriteByte(channel, g_nexball_meter_period * 32);
714 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
715 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
716 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
717 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
718 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
719 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
720 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
721 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
723 if(sv_foginterval && world.fog != "")
724 WriteString(channel, world.fog);
726 WriteString(channel, "");
727 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
728 WriteByte(channel, serverflags); // client has to know if it should zoom or not
729 WriteCoord(channel, autocvar_g_trueaim_minrange);
732 void ClientInit_CheckUpdate(entity this)
734 this.nextthink = time;
735 if(this.count != autocvar_g_balance_armor_blockpercent)
737 this.count = autocvar_g_balance_armor_blockpercent;
742 void ClientInit_Spawn()
744 entity e = new_pure(clientinit);
745 setthink(e, ClientInit_CheckUpdate);
746 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
748 ClientInit_CheckUpdate(e);
758 // initialize parms for a new player
759 parm1 = -(86400 * 366);
761 MUTATOR_CALLHOOK(SetNewParms);
769 void SetChangeParms (entity this)
771 // save parms for level change
772 parm1 = this.parm_idlesince - time;
774 MUTATOR_CALLHOOK(SetChangeParms);
782 void DecodeLevelParms(entity this)
785 this.parm_idlesince = parm1;
786 if (this.parm_idlesince == -(86400 * 366))
787 this.parm_idlesince = time;
789 // whatever happens, allow 60 seconds of idling directly after connect for map loading
790 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
792 MUTATOR_CALLHOOK(DecodeLevelParms);
799 Called when a client types 'kill' in the console
803 .float clientkill_nexttime;
804 void ClientKill_Now_TeamChange(entity this)
806 if(this.killindicator_teamchange == -1)
808 JoinBestTeam( this, false, true );
810 else if(this.killindicator_teamchange == -2)
813 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
814 PutObserverInServer(this);
817 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
818 this.killindicator_teamchange = 0;
821 void ClientKill_Now(entity this)
825 vehicles_exit(this.vehicle, VHEF_RELEASE);
826 if(!this.killindicator_teamchange)
828 this.vehicle_health = -1;
829 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
833 if(this.killindicator && !wasfreed(this.killindicator))
834 delete(this.killindicator);
836 this.killindicator = NULL;
838 if(this.killindicator_teamchange)
839 ClientKill_Now_TeamChange(this);
841 if(!IS_SPEC(this) && !IS_OBSERVER(this))
842 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
844 // now I am sure the player IS dead
846 void KillIndicator_Think(entity this)
850 this.owner.killindicator = NULL;
855 if (this.owner.alpha < 0 && !this.owner.vehicle)
857 this.owner.killindicator = NULL;
864 ClientKill_Now(this.owner);
867 else if(g_cts && this.health == 1) // health == 1 means that it's silent
869 this.nextthink = time + 1;
875 setmodel(this, MDL_NUM(this.cnt));
876 if(IS_REAL_CLIENT(this.owner))
879 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
881 this.nextthink = time + 1;
886 float clientkilltime;
887 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
895 killtime = autocvar_g_balance_kill_delay;
897 if(g_race_qualifying || g_cts)
900 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
903 this.killindicator_teamchange = targetteam;
905 if(!this.killindicator)
909 killtime = max(killtime, this.clientkill_nexttime - time);
910 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
913 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
915 ClientKill_Now(this);
919 starttime = max(time, clientkilltime);
921 this.killindicator = spawn();
922 this.killindicator.owner = this;
923 this.killindicator.scale = 0.5;
924 setattachment(this.killindicator, this, "");
925 setorigin(this.killindicator, '0 0 52');
926 setthink(this.killindicator, KillIndicator_Think);
927 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
928 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
929 this.killindicator.cnt = ceil(killtime);
930 this.killindicator.count = bound(0, ceil(killtime), 10);
931 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
933 FOREACH_ENTITY_ENT(enemy, this,
935 if(it.classname != "body")
937 it.killindicator = spawn();
938 it.killindicator.owner = it;
939 it.killindicator.scale = 0.5;
940 setattachment(it.killindicator, it, "");
941 setorigin(it.killindicator, '0 0 52');
942 setthink(it.killindicator, KillIndicator_Think);
943 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
944 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
945 it.killindicator.cnt = ceil(killtime);
950 if(this.killindicator)
952 if(targetteam == 0) // just die
954 this.killindicator.colormod = '0 0 0';
955 if(IS_REAL_CLIENT(this))
956 if(this.killindicator.cnt > 0)
957 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
959 else if(targetteam == -1) // auto
961 this.killindicator.colormod = '0 1 0';
962 if(IS_REAL_CLIENT(this))
963 if(this.killindicator.cnt > 0)
964 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
966 else if(targetteam == -2) // spectate
968 this.killindicator.colormod = '0.5 0.5 0.5';
969 if(IS_REAL_CLIENT(this))
970 if(this.killindicator.cnt > 0)
971 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
975 this.killindicator.colormod = Team_ColorRGB(targetteam);
976 if(IS_REAL_CLIENT(this))
977 if(this.killindicator.cnt > 0)
978 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
984 void ClientKill (entity this)
987 if(this.player_blocked) return;
988 if(STAT(FROZEN, this)) return;
990 ClientKill_TeamChange(this, 0);
993 void FixClientCvars(entity e)
995 // send prediction settings to the client
996 stuffcmd(e, "\nin_bindmap 0 0\n");
997 if(autocvar_g_antilag == 3) // client side hitscan
998 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
999 if(autocvar_sv_gentle)
1000 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1002 MUTATOR_CALLHOOK(FixClientCvars, e);
1005 float PlayerInIDList(entity p, string idlist)
1010 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1014 // this function allows abbreviated player IDs too!
1015 n = tokenize_console(idlist);
1016 for(i = 0; i < n; ++i)
1019 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1026 #ifdef DP_EXT_PRECONNECT
1031 Called once (not at each match start) when a client begins a connection to the server
1034 void ClientPreConnect ()
1036 if(autocvar_sv_eventlog)
1038 GameLogEcho(sprintf(":connect:%d:%d:%s",
1041 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1051 Called when a client connects to the server
1054 void ClientConnect(entity this)
1056 if (Ban_MaybeEnforceBanOnce(this)) return;
1057 assert(!IS_CLIENT(this), return);
1058 this.flags |= FL_CLIENT;
1059 assert(player_count >= 0, player_count = 0);
1062 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1064 this.version_nagtime = time + 10 + random() * 10;
1065 TRANSMUTE(Client, this);
1067 // identify the right forced team
1068 if (autocvar_g_campaign)
1070 if (IS_REAL_CLIENT(this)) // only players, not bots
1072 switch (autocvar_g_campaign_forceteam)
1074 case 1: this.team_forced = NUM_TEAM_1; break;
1075 case 2: this.team_forced = NUM_TEAM_2; break;
1076 case 3: this.team_forced = NUM_TEAM_3; break;
1077 case 4: this.team_forced = NUM_TEAM_4; break;
1078 default: this.team_forced = 0;
1082 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1083 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1084 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1085 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1086 else switch (autocvar_g_forced_team_otherwise)
1088 default: this.team_forced = 0; break;
1089 case "red": this.team_forced = NUM_TEAM_1; break;
1090 case "blue": this.team_forced = NUM_TEAM_2; break;
1091 case "yellow": this.team_forced = NUM_TEAM_3; break;
1092 case "pink": this.team_forced = NUM_TEAM_4; break;
1095 this.team_forced = -1;
1098 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1101 int id = this.playerid;
1102 this.playerid = 0; // silent
1103 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1107 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1108 TRANSMUTE(Observer, this);
1110 if (!teamplay || autocvar_g_balance_teams) {
1111 TRANSMUTE(Player, this);
1112 campaign_bots_may_start = true;
1114 TRANSMUTE(Observer, this); // do it anyway
1118 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1120 // always track bots, don't ask for cl_allow_uidtracking
1121 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1123 if (autocvar_sv_eventlog)
1124 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1126 LogTeamchange(this.playerid, this.team, 1);
1128 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1130 this.netname_previous = strzone(this.netname);
1132 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && IS_PLAYER(this)) ? APP_TEAM_ENT(this, INFO_JOIN_CONNECT_TEAM) : INFO_JOIN_CONNECT), this.netname);
1134 stuffcmd(this, clientstuff, "\n");
1135 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1137 FixClientCvars(this);
1139 // get version info from player
1140 stuffcmd(this, "cmd clientversion $gameversion\n");
1142 // notify about available teams
1145 CheckAllowedTeams(this);
1147 if (c1 >= 0) t |= BIT(0);
1148 if (c2 >= 0) t |= BIT(1);
1149 if (c3 >= 0) t |= BIT(2);
1150 if (c4 >= 0) t |= BIT(3);
1151 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1155 stuffcmd(this, "set _teams_available 0\n");
1158 bot_relinkplayerlist();
1160 this.spectatortime = time;
1161 if (blockSpectators)
1163 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1166 this.jointime = time;
1167 this.allowed_timeouts = autocvar_sv_timeout_number;
1169 if (IS_REAL_CLIENT(this))
1171 if (!autocvar_g_campaign)
1173 this.motd_actived_time = -1;
1174 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1177 if (g_weaponarena_weapons == WEPSET(TUBA))
1178 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1181 if (!sv_foginterval && world.fog != "")
1182 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1184 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1185 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1186 send_CSQC_teamnagger();
1188 CSQCMODEL_AUTOINIT(this);
1190 this.model_randomizer = random();
1192 if (IS_REAL_CLIENT(this))
1193 sv_notice_join(this);
1195 FOREACH_ENTITY_FLOAT(init_for_player_needed, true, {
1196 it.init_for_player(it, this);
1199 MUTATOR_CALLHOOK(ClientConnect, this);
1205 Called when a client disconnects from the server
1208 .entity chatbubbleentity;
1210 void ClientDisconnect(entity this)
1212 assert(IS_CLIENT(this), return);
1214 PlayerStats_GameReport_FinalizePlayer(this);
1215 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1216 if (this.active_minigame) part_minigame(this);
1217 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1219 if (autocvar_sv_eventlog)
1220 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1222 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1224 SetSpectatee(this, NULL);
1226 MUTATOR_CALLHOOK(ClientDisconnect, this);
1228 ClientState_detach(this);
1230 Portal_ClearAll(this);
1234 RemoveGrapplingHook(this);
1236 // Here, everything has been done that requires this player to be a client.
1238 this.flags &= ~FL_CLIENT;
1240 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1241 if (this.killindicator) delete(this.killindicator);
1243 WaypointSprite_PlayerGone(this);
1245 bot_relinkplayerlist();
1247 if (this.netname_previous) strunzone(this.netname_previous);
1248 if (this.clientstatus) strunzone(this.clientstatus);
1249 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1250 if (this.personal) delete(this.personal);
1254 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1257 void ChatBubbleThink(entity this)
1259 this.nextthink = time;
1260 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1262 if(this.owner) // but why can that ever be NULL?
1263 this.owner.chatbubbleentity = NULL;
1270 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1272 if ( this.owner.active_minigame )
1273 this.mdl = "models/sprites/minigame_busy.iqm";
1274 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1275 this.mdl = "models/misc/chatbubble.spr";
1278 if ( this.model != this.mdl )
1279 _setmodel(this, this.mdl);
1283 void UpdateChatBubble(entity this)
1287 // spawn a chatbubble entity if needed
1288 if (!this.chatbubbleentity)
1290 this.chatbubbleentity = new(chatbubbleentity);
1291 this.chatbubbleentity.owner = this;
1292 this.chatbubbleentity.exteriormodeltoclient = this;
1293 setthink(this.chatbubbleentity, ChatBubbleThink);
1294 this.chatbubbleentity.nextthink = time;
1295 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1296 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1297 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1298 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1299 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1300 //this.chatbubbleentity.model = "";
1301 this.chatbubbleentity.effects = EF_LOWPRECISION;
1306 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1307 // added to the model skins
1308 /*void UpdateColorModHack()
1311 c = this.clientcolors & 15;
1312 // LordHavoc: only bothering to support white, green, red, yellow, blue
1313 if (!teamplay) this.colormod = '0 0 0';
1314 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1315 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1316 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1317 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1318 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1319 else this.colormod = '1 1 1';
1322 void respawn(entity this)
1324 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1326 this.solid = SOLID_NOT;
1327 this.takedamage = DAMAGE_NO;
1328 set_movetype(this, MOVETYPE_FLY);
1329 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1330 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1331 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1332 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1333 if(autocvar_g_respawn_ghosts_maxtime)
1334 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1339 this.effects |= EF_NODRAW; // prevent another CopyBody
1340 PutClientInServer(this);
1343 void play_countdown(entity this, float finished, Sound samp)
1346 if(IS_REAL_CLIENT(this))
1347 if(floor(finished - time - frametime) != floor(finished - time))
1348 if(finished - time < 6)
1349 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1352 void player_powerups(entity this)
1354 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1355 int items_prev = this.items;
1357 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1358 this.modelflags |= MF_ROCKET;
1360 this.modelflags &= ~MF_ROCKET;
1362 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1364 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1367 Fire_ApplyDamage(this);
1368 Fire_ApplyEffect(this);
1372 if (this.items & ITEM_Strength.m_itemid)
1374 play_countdown(this, this.strength_finished, SND_POWEROFF);
1375 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1376 if (time > this.strength_finished)
1378 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1379 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1380 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1385 if (time < this.strength_finished)
1387 this.items = this.items | ITEM_Strength.m_itemid;
1388 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1389 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1392 if (this.items & ITEM_Shield.m_itemid)
1394 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1395 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1396 if (time > this.invincible_finished)
1398 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1399 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1400 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1405 if (time < this.invincible_finished)
1407 this.items = this.items | ITEM_Shield.m_itemid;
1408 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1409 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1412 if (this.items & IT_SUPERWEAPON)
1414 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1416 this.superweapons_finished = 0;
1417 this.items = this.items - (this.items & IT_SUPERWEAPON);
1418 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1419 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1421 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1423 // don't let them run out
1427 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1428 if (time > this.superweapons_finished)
1430 this.items = this.items - (this.items & IT_SUPERWEAPON);
1431 this.weapons &= ~WEPSET_SUPERWEAPONS;
1432 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1433 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1437 else if(this.weapons & WEPSET_SUPERWEAPONS)
1439 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1441 this.items = this.items | IT_SUPERWEAPON;
1442 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1443 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1447 this.superweapons_finished = 0;
1448 this.weapons &= ~WEPSET_SUPERWEAPONS;
1453 this.superweapons_finished = 0;
1457 if(autocvar_g_nodepthtestplayers)
1458 this.effects = this.effects | EF_NODEPTHTEST;
1460 if(autocvar_g_fullbrightplayers)
1461 this.effects = this.effects | EF_FULLBRIGHT;
1463 if (time >= game_starttime)
1464 if (time < this.spawnshieldtime)
1465 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1467 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1470 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1472 if(current > stable)
1474 else if(current > stable - 0.25) // when close enough, "snap"
1477 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1480 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1482 if(current < stable)
1484 else if(current < stable + 0.25) // when close enough, "snap"
1487 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1490 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1492 if(current > rotstable)
1494 if(rotframetime > 0)
1496 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1497 current = max(rotstable, current - rotlinear * rotframetime);
1500 else if(current < regenstable)
1502 if(regenframetime > 0)
1504 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1505 current = min(regenstable, current + regenlinear * regenframetime);
1515 void player_regen(entity this)
1517 float max_mod, regen_mod, rot_mod, limit_mod;
1518 max_mod = regen_mod = rot_mod = limit_mod = 1;
1520 float regen_health = autocvar_g_balance_health_regen;
1521 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1522 float regen_health_rot = autocvar_g_balance_health_rot;
1523 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1524 float regen_health_stable = autocvar_g_balance_health_regenstable;
1525 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1526 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1527 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1528 max_mod = M_ARGV(1, float);
1529 regen_mod = M_ARGV(2, float);
1530 rot_mod = M_ARGV(3, float);
1531 limit_mod = M_ARGV(4, float);
1532 regen_health = M_ARGV(5, float);
1533 regen_health_linear = M_ARGV(6, float);
1534 regen_health_rot = M_ARGV(7, float);
1535 regen_health_rotlinear = M_ARGV(8, float);
1536 regen_health_stable = M_ARGV(9, float);
1537 regen_health_rotstable = M_ARGV(10, float);
1540 if(!mutator_returnvalue)
1541 if(!STAT(FROZEN, this))
1543 float mina, maxa, limith, limita;
1544 maxa = autocvar_g_balance_armor_rotstable;
1545 mina = autocvar_g_balance_armor_regenstable;
1546 limith = autocvar_g_balance_health_limit;
1547 limita = autocvar_g_balance_armor_limit;
1549 regen_health_rotstable = regen_health_rotstable * max_mod;
1550 regen_health_stable = regen_health_stable * max_mod;
1551 limith = limith * limit_mod;
1552 limita = limita * limit_mod;
1554 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1555 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1558 // if player rotted to death... die!
1559 // check this outside above checks, as player may still be able to rot to death
1563 vehicles_exit(this.vehicle, VHEF_RELEASE);
1564 if(this.event_damage)
1565 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1568 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1570 float minf, maxf, limitf;
1572 maxf = autocvar_g_balance_fuel_rotstable;
1573 minf = autocvar_g_balance_fuel_regenstable;
1574 limitf = autocvar_g_balance_fuel_limit;
1576 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1581 void SetZoomState(entity this, float z)
1583 if(z != this.zoomstate)
1586 ClientData_Touch(this);
1588 zoomstate_set = true;
1591 void GetPressedKeys(entity this)
1593 MUTATOR_CALLHOOK(GetPressedKeys, this);
1594 int keys = this.pressedkeys;
1595 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1596 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1597 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1598 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1600 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1601 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1602 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1603 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1604 this.pressedkeys = keys;
1608 ======================
1609 spectate mode routines
1610 ======================
1613 void SpectateCopy(entity this, entity spectatee)
1615 TC(Client, this); TC(Client, spectatee);
1617 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1618 PS(this) = PS(spectatee);
1619 this.armortype = spectatee.armortype;
1620 this.armorvalue = spectatee.armorvalue;
1621 this.ammo_cells = spectatee.ammo_cells;
1622 this.ammo_plasma = spectatee.ammo_plasma;
1623 this.ammo_shells = spectatee.ammo_shells;
1624 this.ammo_nails = spectatee.ammo_nails;
1625 this.ammo_rockets = spectatee.ammo_rockets;
1626 this.ammo_fuel = spectatee.ammo_fuel;
1627 this.clip_load = spectatee.clip_load;
1628 this.clip_size = spectatee.clip_size;
1629 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1630 this.health = spectatee.health;
1632 this.items = spectatee.items;
1633 this.last_pickup = spectatee.last_pickup;
1634 this.hit_time = spectatee.hit_time;
1635 this.strength_finished = spectatee.strength_finished;
1636 this.invincible_finished = spectatee.invincible_finished;
1637 this.pressedkeys = spectatee.pressedkeys;
1638 this.weapons = spectatee.weapons;
1639 this.vortex_charge = spectatee.vortex_charge;
1640 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1641 this.hagar_load = spectatee.hagar_load;
1642 this.arc_heat_percent = spectatee.arc_heat_percent;
1643 this.minelayer_mines = spectatee.minelayer_mines;
1644 this.punchangle = spectatee.punchangle;
1645 this.view_ofs = spectatee.view_ofs;
1646 this.velocity = spectatee.velocity;
1647 this.dmg_take = spectatee.dmg_take;
1648 this.dmg_save = spectatee.dmg_save;
1649 this.dmg_inflictor = spectatee.dmg_inflictor;
1650 this.v_angle = spectatee.v_angle;
1651 this.angles = spectatee.v_angle;
1652 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1653 this.revive_progress = spectatee.revive_progress;
1654 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1655 this.fixangle = true;
1656 setorigin(this, spectatee.origin);
1657 setsize(this, spectatee.mins, spectatee.maxs);
1658 SetZoomState(this, spectatee.zoomstate);
1660 anticheat_spectatecopy(this, spectatee);
1661 this.hud = spectatee.hud;
1662 if(spectatee.vehicle)
1664 this.angles = spectatee.v_angle;
1666 //this.fixangle = false;
1667 //this.velocity = spectatee.vehicle.velocity;
1668 this.vehicle_health = spectatee.vehicle_health;
1669 this.vehicle_shield = spectatee.vehicle_shield;
1670 this.vehicle_energy = spectatee.vehicle_energy;
1671 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1672 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1673 this.vehicle_reload1 = spectatee.vehicle_reload1;
1674 this.vehicle_reload2 = spectatee.vehicle_reload2;
1676 //msg_entity = this;
1678 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1679 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1680 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1681 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1683 //WriteByte (MSG_ONE, SVC_SETVIEW);
1684 // WriteEntity(MSG_ONE, this);
1685 //makevectors(spectatee.v_angle);
1686 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1690 bool SpectateUpdate(entity this)
1695 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1697 SetSpectatee(this, NULL);
1701 SpectateCopy(this, this.enemy);
1706 bool SpectateSet(entity this)
1708 if(!IS_PLAYER(this.enemy))
1711 ClientData_Touch(this.enemy);
1714 WriteByte(MSG_ONE, SVC_SETVIEW);
1715 WriteEntity(MSG_ONE, this.enemy);
1716 set_movetype(this, MOVETYPE_NONE);
1717 accuracy_resend(this);
1719 if(!SpectateUpdate(this))
1720 PutObserverInServer(this);
1725 void SetSpectatee(entity this, entity spectatee)
1727 entity old_spectatee = this.enemy;
1729 this.enemy = spectatee;
1732 // these are required to fix the spectator bug with arc
1733 if(old_spectatee && old_spectatee.arc_beam) { old_spectatee.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1734 if(this.enemy && this.enemy.arc_beam) { this.enemy.arc_beam.SendFlags |= ARC_SF_SETTINGS; }
1736 // needed to update spectator list
1737 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1740 bool Spectate(entity this, entity pl)
1742 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1744 pl = M_ARGV(1, entity);
1746 SetSpectatee(this, pl);
1747 return SpectateSet(this);
1750 bool SpectateNext(entity this)
1752 entity ent = find(this.enemy, classname, STR_PLAYER);
1754 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1755 ent = M_ARGV(1, entity);
1757 ent = find(ent, classname, STR_PLAYER);
1759 if(ent) { SetSpectatee(this, ent); }
1761 return SpectateSet(this);
1764 bool SpectatePrev(entity this)
1766 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1767 entity ent = findchain(classname, STR_PLAYER);
1768 if (!ent) // no player
1772 // skip players until current spectated player
1774 while(ent && ent != this.enemy)
1777 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1779 case MUT_SPECPREV_FOUND:
1780 ent = M_ARGV(1, entity);
1782 case MUT_SPECPREV_RETURN:
1784 case MUT_SPECPREV_CONTINUE:
1795 SetSpectatee(this, ent);
1796 return SpectateSet(this);
1801 ShowRespawnCountdown()
1803 Update a respawn countdown display.
1806 void ShowRespawnCountdown(entity this)
1809 if(!IS_DEAD(this)) // just respawned?
1813 number = ceil(this.respawn_time - time);
1816 if(number <= this.respawn_countdown)
1818 this.respawn_countdown = number - 1;
1819 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
1820 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1825 void LeaveSpectatorMode(entity this)
1829 if(nJoinAllowed(this, this))
1831 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1833 TRANSMUTE(Player, this);
1835 SetSpectatee(this, NULL);
1837 if(autocvar_g_campaign || autocvar_g_balance_teams)
1838 { JoinBestTeam(this, false, true); }
1840 if(autocvar_g_campaign)
1841 { campaign_bots_may_start = true; }
1843 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1845 PutClientInServer(this);
1847 if(IS_PLAYER(this)) { Send_Notification(NOTIF_ALL, NULL, MSG_INFO, ((teamplay && this.team != -1) ? APP_TEAM_ENT(this, INFO_JOIN_PLAY_TEAM) : INFO_JOIN_PLAY), this.netname); }
1850 stuffcmd(this, "menu_showteamselect\n");
1854 // Player may not join because g_maxplayers is set
1855 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1860 * Determines whether the player is allowed to join. This depends on cvar
1861 * g_maxplayers, if it isn't used this function always return true, otherwise
1862 * it checks whether the number of currently playing players exceeds g_maxplayers.
1863 * @return int number of free slots for players, 0 if none
1865 bool nJoinAllowed(entity this, entity ignore)
1868 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1869 // so report 0 free slots if restricted
1871 if(autocvar_g_forced_team_otherwise == "spectate")
1873 if(autocvar_g_forced_team_otherwise == "spectator")
1877 if(this.team_forced < 0)
1878 return false; // forced spectators can never join
1880 // TODO simplify this
1881 int totalClients = 0;
1882 int currentlyPlaying = 0;
1883 FOREACH_CLIENT(true, LAMBDA(
1886 if(IS_REAL_CLIENT(it))
1887 if(IS_PLAYER(it) || it.caplayer)
1891 if (!autocvar_g_maxplayers)
1892 return maxclients - totalClients;
1894 if(currentlyPlaying < autocvar_g_maxplayers)
1895 return min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1901 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1902 * g_maxplayers_spectator_blocktime seconds
1904 void checkSpectatorBlock(entity this)
1906 if(IS_SPEC(this) || IS_OBSERVER(this))
1908 if(IS_REAL_CLIENT(this))
1910 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1911 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1917 void PrintWelcomeMessage(entity this)
1919 if(this.motd_actived_time == 0)
1921 if (autocvar_g_campaign) {
1922 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1923 this.motd_actived_time = time;
1924 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1927 if (PHYS_INPUT_BUTTON_INFO(this)) {
1928 this.motd_actived_time = time;
1929 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1933 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
1935 if (autocvar_g_campaign) {
1936 if (PHYS_INPUT_BUTTON_INFO(this))
1937 this.motd_actived_time = time;
1938 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
1939 this.motd_actived_time = 0;
1940 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1943 if (PHYS_INPUT_BUTTON_INFO(this))
1944 this.motd_actived_time = time;
1945 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
1946 this.motd_actived_time = 0;
1947 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1951 else //if(this.motd_actived_time < 0) // just connected, motd is active
1953 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
1954 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
1955 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
1957 // instanctly hide MOTD
1958 this.motd_actived_time = 0;
1959 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
1964 void ObserverThink(entity this)
1968 MinigameImpulse(this, this.impulse);
1971 if (this.flags & FL_JUMPRELEASED) {
1972 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
1973 this.flags &= ~FL_JUMPRELEASED;
1974 this.flags |= FL_SPAWNING;
1975 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
1976 this.flags &= ~FL_JUMPRELEASED;
1977 if(SpectateNext(this)) {
1978 TRANSMUTE(Spectator, this);
1981 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
1982 set_movetype(this, preferred_movetype);
1985 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
1986 this.flags |= FL_JUMPRELEASED;
1987 if(this.flags & FL_SPAWNING)
1989 this.flags &= ~FL_SPAWNING;
1990 LeaveSpectatorMode(this);
1997 void SpectatorThink(entity this)
2001 if(MinigameImpulse(this, this.impulse))
2004 if (this.impulse == IMP_weapon_drop.impulse)
2006 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2011 if (this.flags & FL_JUMPRELEASED) {
2012 if (PHYS_INPUT_BUTTON_JUMP(this) && !this.version_mismatch) {
2013 this.flags &= ~FL_JUMPRELEASED;
2014 this.flags |= FL_SPAWNING;
2015 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2016 this.flags &= ~FL_JUMPRELEASED;
2017 if(SpectateNext(this)) {
2018 TRANSMUTE(Spectator, this);
2020 TRANSMUTE(Observer, this);
2021 PutClientInServer(this);
2024 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2025 this.flags &= ~FL_JUMPRELEASED;
2026 if(SpectatePrev(this)) {
2027 TRANSMUTE(Spectator, this);
2029 TRANSMUTE(Observer, this);
2030 PutClientInServer(this);
2033 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2034 this.flags &= ~FL_JUMPRELEASED;
2035 TRANSMUTE(Observer, this);
2036 PutClientInServer(this);
2038 if(!SpectateUpdate(this))
2039 PutObserverInServer(this);
2042 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2043 this.flags |= FL_JUMPRELEASED;
2044 if(this.flags & FL_SPAWNING)
2046 this.flags &= ~FL_SPAWNING;
2047 LeaveSpectatorMode(this);
2051 if(!SpectateUpdate(this))
2052 PutObserverInServer(this);
2055 this.flags |= FL_CLIENT | FL_NOTARGET;
2058 void vehicles_enter (entity pl, entity veh);
2059 void PlayerUseKey(entity this)
2061 if (!IS_PLAYER(this))
2068 vehicles_exit(this.vehicle, VHEF_NORMAL);
2072 else if(autocvar_g_vehicles_enter)
2074 if(!STAT(FROZEN, this))
2078 entity head, closest_target = NULL;
2079 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2081 while(head) // find the closest acceptable target to enter
2083 if(IS_VEHICLE(head))
2085 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2086 if(head.takedamage != DAMAGE_NO)
2090 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2091 { closest_target = head; }
2093 else { closest_target = head; }
2099 if(closest_target) { vehicles_enter(this, closest_target); return; }
2103 // a use key was pressed; call handlers
2104 MUTATOR_CALLHOOK(PlayerUseKey, this);
2112 Called every frame for each client before the physics are run
2115 .float usekeypressed;
2116 .float last_vehiclecheck;
2118 void PlayerPreThink (entity this)
2120 WarpZone_PlayerPhysics_FixVAngle(this);
2122 STAT(GAMESTARTTIME, this) = game_starttime;
2123 STAT(ROUNDSTARTTIME, this) = round_starttime;
2124 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2125 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2127 STAT(WEAPONSINMAP, this) = weaponsInMap;
2130 // physics frames: update anticheat stuff
2131 anticheat_prethink(this);
2134 if (blockSpectators && frametime) {
2135 // WORKAROUND: only use dropclient in server frames (frametime set).
2136 // Never use it in cl_movement frames (frametime zero).
2137 checkSpectatorBlock(this);
2140 zoomstate_set = false;
2142 // Check for nameless players
2143 if (isInvisibleString(this.netname)) {
2144 this.netname = strzone(sprintf("Player#%d", this.playerid));
2145 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2147 if (this.netname != this.netname_previous) {
2148 if (autocvar_sv_eventlog) {
2149 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2151 if (this.netname_previous) strunzone(this.netname_previous);
2152 this.netname_previous = strzone(this.netname);
2156 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2157 this.version_nagtime = 0;
2158 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2160 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2162 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2164 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2165 if (r < 0) { // old client
2166 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2167 } else if (r > 0) { // old server
2168 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2174 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2176 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2177 this.max_armorvalue = 0;
2180 if (STAT(FROZEN, this) == 2)
2182 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2183 this.health = max(1, this.revive_progress * start_health);
2184 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2186 if (this.revive_progress >= 1)
2189 else if (STAT(FROZEN, this) == 3)
2191 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2192 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2194 if (this.health < 1)
2197 vehicles_exit(this.vehicle, VHEF_RELEASE);
2198 if(this.event_damage)
2199 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2201 else if (this.revive_progress <= 0)
2205 MUTATOR_CALLHOOK(PlayerPreThink, this);
2207 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2208 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2210 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2212 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2213 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2215 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2219 if(!it.team || SAME_TEAM(this, it))
2220 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2221 else if(autocvar_g_vehicles_steal)
2222 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2226 this.last_vehiclecheck = time + 1;
2229 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2231 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2233 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2236 if (IS_REAL_CLIENT(this))
2237 PrintWelcomeMessage(this);
2239 if (IS_PLAYER(this)) {
2240 CheckRules_Player(this);
2242 if (intermission_running) {
2243 IntermissionThink(this);
2247 if (timeout_status == TIMEOUT_ACTIVE) {
2248 // don't allow the player to turn around while game is paused
2249 // FIXME turn this into CSQC stuff
2250 this.v_angle = this.lastV_angle;
2251 this.angles = this.lastV_angle;
2252 this.fixangle = true;
2255 if (frametime) player_powerups(this);
2257 if (IS_DEAD(this)) {
2258 if (this.personal && g_race_qualifying) {
2259 if (time > this.respawn_time) {
2260 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2262 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2265 if (frametime) player_anim(this);
2266 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));
2268 switch(this.deadflag)
2272 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2273 this.deadflag = DEAD_RESPAWNING;
2274 else if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2275 this.deadflag = DEAD_DEAD;
2281 this.deadflag = DEAD_RESPAWNABLE;
2282 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2283 this.deadflag = DEAD_RESPAWNING;
2286 case DEAD_RESPAWNABLE:
2288 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2289 this.deadflag = DEAD_RESPAWNING;
2292 case DEAD_RESPAWNING:
2294 if (time > this.respawn_time)
2296 this.respawn_time = time + 1; // only retry once a second
2297 this.respawn_time_max = this.respawn_time;
2304 ShowRespawnCountdown(this);
2306 if (this.respawn_flags & RESPAWN_SILENT)
2307 STAT(RESPAWN_TIME, this) = 0;
2308 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2310 if (time < this.respawn_time)
2311 STAT(RESPAWN_TIME, this) = this.respawn_time;
2312 else if (this.deadflag != DEAD_RESPAWNING)
2313 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2316 STAT(RESPAWN_TIME, this) = this.respawn_time;
2319 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2320 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2321 STAT(RESPAWN_TIME, this) *= -1;
2326 this.prevorigin = this.origin;
2328 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2329 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
2330 if (this.hook.state) {
2332 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2334 } else if (this.vehicle) {
2336 } else if (STAT(FROZEN, this)) {
2338 } else if ((PS(this).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI) && this.(weaponentity).wframe == WFRAME_FIRE1 && time < this.(weaponentity).weapon_nextthink) {
2340 } else if ((PS(this).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC) && this.(weaponentity).wframe == WFRAME_FIRE2 && time < this.(weaponentity).weapon_nextthink) {
2347 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2348 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2349 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2351 } else if (this.crouch) {
2352 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2353 if (!trace_startsolid) {
2354 this.crouch = false;
2355 this.view_ofs = STAT(PL_VIEW_OFS, this);
2356 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2360 FixPlayermodel(this);
2362 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2365 this.items &= ~this.items_added;
2367 W_WeaponFrame(this);
2369 this.items_added = 0;
2370 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2371 this.items_added |= IT_FUEL;
2373 this.items |= this.items_added;
2378 // WEAPONTODO: Add a weapon request for this
2379 // rot vortex charge to the charge limit
2380 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2381 this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2383 if (frametime) player_anim(this);
2386 secrets_setstatus(this);
2389 monsters_setstatus(this);
2391 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2393 else if (gameover) {
2394 if (intermission_running) IntermissionThink(this);
2397 else if (IS_OBSERVER(this)) {
2398 ObserverThink(this);
2400 else if (IS_SPEC(this)) {
2401 SpectatorThink(this);
2404 // WEAPONTODO: Add weapon request for this
2405 if (!zoomstate_set) {
2407 PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2408 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2409 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2413 int oldspectatee_status = this.spectatee_status;
2414 if (IS_SPEC(this)) {
2415 this.spectatee_status = etof(this.enemy);
2416 } else if (IS_OBSERVER(this)) {
2417 this.spectatee_status = etof(this);
2419 this.spectatee_status = 0;
2421 if (this.spectatee_status != oldspectatee_status) {
2422 ClientData_Touch(this);
2423 if (g_race || g_cts) race_InitSpectator();
2426 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2428 this.teamkill_soundtime = 0;
2430 entity e = this.teamkill_soundsource;
2431 entity oldpusher = e.pusher;
2433 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2434 e.pusher = oldpusher;
2437 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2438 this.taunt_soundtime = 0;
2439 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2442 target_voicescript_next(this);
2444 // WEAPONTODO: Move into weaponsystem somehow
2445 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2446 if (PS(this).m_weapon == WEP_Null)
2447 this.clip_load = this.clip_size = 0;
2450 void DrownPlayer(entity this)
2455 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2457 if(this.air_finished < time)
2458 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2459 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2462 else if (this.air_finished < time)
2464 if (this.pain_finished < time)
2466 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2467 this.pain_finished = time + 0.5;
2472 void Player_Physics(entity this)
2474 set_movetype(this, ((this.move_qcphysics) ? MOVETYPE_NONE : this.move_movetype));
2476 if(!this.move_qcphysics)
2479 int mt = this.move_movetype;
2481 if(mt == MOVETYPE_PUSH || mt == MOVETYPE_FAKEPUSH || mt == MOVETYPE_PHYSICS)
2483 this.move_qcphysics = false;
2484 set_movetype(this, mt);
2488 if(!frametime && !this.pm_frametime)
2491 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2493 this.pm_frametime = 0;
2500 Called every frame for each client after the physics are run
2503 .float idlekick_lasttimeleft;
2504 void PlayerPostThink (entity this)
2506 Player_Physics(this);
2509 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2510 if (IS_REAL_CLIENT(this))
2511 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2513 int totalClients = 0;
2514 if(sv_maxidle_slots > 0)
2516 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2522 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2523 { /* do nothing */ }
2524 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2526 if (this.idlekick_lasttimeleft)
2528 this.idlekick_lasttimeleft = 0;
2529 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2534 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2535 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2536 if (!this.idlekick_lasttimeleft)
2537 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2539 if (timeleft <= 0) {
2540 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2544 else if (timeleft <= 10) {
2545 if (timeleft != this.idlekick_lasttimeleft) {
2546 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2548 this.idlekick_lasttimeleft = timeleft;
2555 //CheckPlayerJump();
2557 if (IS_PLAYER(this)) {
2559 CheckRules_Player(this);
2560 UpdateChatBubble(this);
2561 if (this.impulse) ImpulseCommands(this);
2562 if (intermission_running) return; // intermission or finale
2563 GetPressedKeys(this);
2566 if (this.waypointsprite_attachedforcarrier) {
2567 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2568 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2571 playerdemo_write(this);
2573 CSQCMODEL_AUTOUPDATE(this);