3 #include "anticheat.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"
21 #include "scores_rules.qh"
25 #include "../common/ent_cs.qh"
26 #include <common/state.qh>
28 #include <common/effects/qc/globalsound.qh>
30 #include "../common/triggers/func/conveyor.qh"
31 #include "../common/triggers/teleporters.qh"
33 #include "../common/vehicles/all.qh"
35 #include "weapons/hitplot.qh"
36 #include "weapons/weaponsystem.qh"
38 #include "../common/net_notice.qh"
39 #include "../common/net_linked.qh"
40 #include "../common/physics/player.qh"
42 #include "../common/items/_mod.qh"
44 #include "../common/mutators/mutator/waypoints/all.qh"
46 #include "../common/triggers/subs.qh"
47 #include "../common/triggers/triggers.qh"
48 #include "../common/triggers/trigger/secret.qh"
50 #include "../common/minigames/sv_minigames.qh"
52 #include "../common/items/inventory.qh"
54 #include "../common/monsters/sv_monsters.qh"
56 #include "../lib/warpzone/server.qh"
58 STATIC_METHOD(Client, Add, void(Client this, int _team))
61 TRANSMUTE(Player, this);
64 PutClientInServer(this);
67 void PutObserverInServer(entity this);
69 STATIC_METHOD(Client, Remove, void(Client this))
71 TRANSMUTE(Observer, this);
72 PutClientInServer(this);
73 ClientDisconnect(this);
76 void send_CSQC_teamnagger() {
77 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
80 int CountSpectators(entity player, entity to)
82 if(!player) { return 0; } // not sure how, but best to be safe
86 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
94 void WriteSpectators(entity player, entity to)
96 if(!player) { return; } // not sure how, but best to be safe
98 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
100 WriteByte(MSG_ENTITY, num_for_edict(it));
104 bool ClientData_Send(entity this, entity to, int sf)
106 assert(to == this.owner, return false);
109 if (IS_SPEC(e)) e = e.enemy;
112 if (e.race_completed) sf |= 1; // forced scoreboard
113 if (to.spectatee_status) sf |= 2; // spectator ent number follows
114 if (e.zoomstate) sf |= 4; // zoomed
115 if (e.porto_v_angle_held) sf |= 8; // angles held
116 if (autocvar_sv_showspectators) sf |= 16; // show spectators
118 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
119 WriteByte(MSG_ENTITY, sf);
123 WriteByte(MSG_ENTITY, to.spectatee_status);
127 WriteAngle(MSG_ENTITY, e.v_angle.x);
128 WriteAngle(MSG_ENTITY, e.v_angle.y);
133 float specs = CountSpectators(e, to);
134 WriteByte(MSG_ENTITY, specs);
135 WriteSpectators(e, to);
141 void ClientData_Attach(entity this)
143 Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
144 this.clientdata.drawonlytoclient = this;
145 this.clientdata.owner = this;
148 void ClientData_Detach(entity this)
150 delete(this.clientdata);
151 this.clientdata = NULL;
154 void ClientData_Touch(entity e)
156 e.clientdata.SendFlags = 1;
158 // make it spectatable
159 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
162 .string netname_previous;
164 void SetSpectatee(entity this, entity spectatee);
165 void SetSpectatee_status(entity this, int spectatee_num);
172 Checks if the argument string can be a valid playermodel.
173 Returns a valid one in doubt.
176 string FallbackPlayerModel;
177 string CheckPlayerModel(string plyermodel) {
178 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
180 // note: we cannot summon Don Strunzone here, some player may
181 // still have the model string set. In case anyone manages how
182 // to change a cvar default, we'll have a small leak here.
183 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
185 // only in right path
186 if( substring(plyermodel,0,14) != "models/player/")
187 return FallbackPlayerModel;
188 // only good file extensions
189 if(substring(plyermodel,-4,4) != ".zym")
190 if(substring(plyermodel,-4,4) != ".dpm")
191 if(substring(plyermodel,-4,4) != ".iqm")
192 if(substring(plyermodel,-4,4) != ".md3")
193 if(substring(plyermodel,-4,4) != ".psk")
194 return FallbackPlayerModel;
195 // forbid the LOD models
196 if(substring(plyermodel, -9,5) == "_lod1")
197 return FallbackPlayerModel;
198 if(substring(plyermodel, -9,5) == "_lod2")
199 return FallbackPlayerModel;
200 if(plyermodel != strtolower(plyermodel))
201 return FallbackPlayerModel;
202 // also, restrict to server models
203 if(autocvar_sv_servermodelsonly)
205 if(!fexists(plyermodel))
206 return FallbackPlayerModel;
211 void setplayermodel(entity e, string modelname)
213 precache_model(modelname);
214 _setmodel(e, modelname);
215 player_setupanimsformodel(e);
216 if(!autocvar_g_debug_globalsounds)
217 UpdatePlayerSounds(e);
220 void FixPlayermodel(entity player);
221 /** putting a client as observer in the server */
222 void PutObserverInServer(entity this)
224 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
225 PlayerState_detach(this);
227 if (IS_PLAYER(this) && this.health >= 1) {
229 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
233 entity spot = SelectSpawnPoint(this, true);
234 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
235 this.angles = spot.angles;
237 this.fixangle = true;
238 // offset it so that the spectator spawns higher off the ground, looks better this way
239 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, NULL));
240 this.prevorigin = this.origin;
241 if (IS_REAL_CLIENT(this))
244 WriteByte(MSG_ONE, SVC_SETVIEW);
245 WriteEntity(MSG_ONE, this);
247 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
248 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
249 if(!autocvar_g_debug_globalsounds)
251 // needed for player sounds
253 FixPlayermodel(this);
255 setmodel(this, MDL_Null);
256 setsize(this, STAT(PL_CROUCH_MIN, NULL), STAT(PL_CROUCH_MAX, NULL));
257 this.view_ofs = '0 0 0';
260 RemoveGrapplingHook(this);
261 Portal_ClearAll(this);
263 SetSpectatee(this, NULL);
268 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
272 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
274 WaypointSprite_PlayerDead(this);
276 if (mutator_returnvalue) {
277 // mutator prevents resetting teams+score
279 this.team = -1; // move this as it is needed to log the player spectating in eventlog
280 this.frags = FRAGS_SPECTATOR;
281 PlayerScore_Clear(this); // clear scores when needed
284 if (this.killcount != FRAGS_SPECTATOR)
286 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
287 if(!intermission_running)
288 if(autocvar_g_chat_nospectators == 1 || (!(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
289 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
291 if(this.just_joined == false) {
292 LogTeamchange(this.playerid, -1, 4);
294 this.just_joined = false;
297 accuracy_resend(this);
299 this.spectatortime = time;
301 IL_REMOVE(g_bot_targets, this);
302 this.bot_attack = false;
303 this.hud = HUD_NORMAL;
304 TRANSMUTE(Observer, this);
305 this.iscreature = false;
306 this.teleportable = TELEPORT_SIMPLE;
307 if(this.damagedbycontents)
308 IL_REMOVE(g_damagedbycontents, this);
309 this.damagedbycontents = false;
310 this.health = FRAGS_SPECTATOR;
311 SetSpectatee_status(this, etof(this));
312 this.takedamage = DAMAGE_NO;
313 this.solid = SOLID_NOT;
314 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
315 this.flags = FL_CLIENT | FL_NOTARGET;
316 this.armorvalue = 666;
318 this.armorvalue = autocvar_g_balance_armor_start;
319 this.pauserotarmor_finished = 0;
320 this.pauserothealth_finished = 0;
321 this.pauseregen_finished = 0;
322 this.damageforcescale = 0;
324 this.respawn_flags = 0;
325 this.respawn_time = 0;
326 this.stat_respawn_time = 0;
331 this.pain_finished = 0;
332 this.strength_finished = 0;
333 this.invincible_finished = 0;
334 this.superweapons_finished = 0;
337 setthink(this, func_null);
340 this.deadflag = DEAD_NO;
342 this.revive_progress = 0;
343 this.revival_time = 0;
346 this.weapons = '0 0 0';
347 this.drawonlytoclient = this;
349 this.weaponname = "";
350 this.weaponmodel = "";
351 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
353 this.weaponentities[slot] = NULL;
355 this.exteriorweaponentity = NULL;
356 this.killcount = FRAGS_SPECTATOR;
357 this.velocity = '0 0 0';
358 this.avelocity = '0 0 0';
359 this.punchangle = '0 0 0';
360 this.punchvector = '0 0 0';
361 this.oldvelocity = this.velocity;
362 this.fire_endtime = -1;
363 this.event_damage = func_null;
365 STAT(ACTIVEWEAPON, this) = WEP_Null.m_id;
366 STAT(SWITCHINGWEAPON, this) = WEP_Null.m_id;
367 STAT(SWITCHWEAPON, this) = WEP_Null.m_id;
370 int player_getspecies(entity this)
372 get_model_parameters(this.model, this.skin);
373 int s = get_model_parameters_species;
374 get_model_parameters(string_null, 0);
375 if (s < 0) return SPECIES_HUMAN;
379 .float model_randomizer;
380 void FixPlayermodel(entity player)
382 string defaultmodel = "";
384 if(autocvar_sv_defaultcharacter)
388 string s = Static_Team_ColorName_Lower(player.team);
391 defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
392 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
396 if(defaultmodel == "")
398 defaultmodel = autocvar_sv_defaultplayermodel;
399 defaultskin = autocvar_sv_defaultplayerskin;
402 int n = tokenize_console(defaultmodel);
405 defaultmodel = argv(floor(n * player.model_randomizer));
406 // However, do NOT randomize if the player-selected model is in the list.
407 for (int i = 0; i < n; ++i)
408 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
409 defaultmodel = argv(i);
412 int i = strstrofs(defaultmodel, ":", 0);
415 defaultskin = stof(substring(defaultmodel, i+1, -1));
416 defaultmodel = substring(defaultmodel, 0, i);
419 if(autocvar_sv_defaultcharacterskin && !defaultskin)
423 string s = Static_Team_ColorName_Lower(player.team);
425 defaultskin = cvar(strcat("sv_defaultplayerskin_", s));
429 defaultskin = autocvar_sv_defaultplayerskin;
432 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
433 defaultmodel = M_ARGV(0, string);
434 defaultskin = M_ARGV(1, int);
438 if(defaultmodel != "")
440 if (defaultmodel != player.model)
442 vector m1 = player.mins;
443 vector m2 = player.maxs;
444 setplayermodel (player, defaultmodel);
445 setsize (player, m1, m2);
449 oldskin = player.skin;
450 player.skin = defaultskin;
452 if (player.playermodel != player.model || player.playermodel == "")
454 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
455 vector m1 = player.mins;
456 vector m2 = player.maxs;
457 setplayermodel (player, player.playermodel);
458 setsize (player, m1, m2);
462 if(!autocvar_sv_defaultcharacterskin)
464 oldskin = player.skin;
465 player.skin = stof(player.playerskin);
469 oldskin = player.skin;
470 player.skin = defaultskin;
474 if(chmdl || oldskin != player.skin) // model or skin has changed
476 player.species = player_getspecies(player); // update species
477 if(!autocvar_g_debug_globalsounds)
478 UpdatePlayerSounds(player); // update skin sounds
482 if(strlen(autocvar_sv_defaultplayercolors))
483 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
484 setcolor(player, stof(autocvar_sv_defaultplayercolors));
488 /** Called when a client spawns in the server */
489 void PutClientInServer(entity this)
491 if (IS_BOT_CLIENT(this)) {
492 TRANSMUTE(Player, this);
493 } else if (IS_REAL_CLIENT(this)) {
495 WriteByte(MSG_ONE, SVC_SETVIEW);
496 WriteEntity(MSG_ONE, this);
499 TRANSMUTE(Observer, this);
502 SetSpectatee(this, NULL);
507 MUTATOR_CALLHOOK(PutClientInServer, this);
509 if (IS_OBSERVER(this)) {
510 PutObserverInServer(this);
511 } else if (IS_PLAYER(this)) {
512 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
514 PlayerState_attach(this);
515 accuracy_resend(this);
518 JoinBestTeam(this, false, true);
520 entity spot = SelectSpawnPoint(this, false);
522 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
523 return; // spawn failed
526 TRANSMUTE(Player, this);
528 this.wasplayer = true;
529 this.iscreature = true;
530 this.teleportable = TELEPORT_NORMAL;
531 if(!this.damagedbycontents)
532 IL_PUSH(g_damagedbycontents, this);
533 this.damagedbycontents = true;
534 set_movetype(this, MOVETYPE_WALK);
535 this.solid = SOLID_SLIDEBOX;
536 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
537 if (autocvar_g_playerclip_collisions)
538 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
539 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
540 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
541 this.frags = FRAGS_PLAYER;
542 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
543 this.flags = FL_CLIENT | FL_PICKUPITEMS;
544 if (autocvar__notarget)
545 this.flags |= FL_NOTARGET;
546 this.takedamage = DAMAGE_AIM;
547 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
551 this.ammo_shells = warmup_start_ammo_shells;
552 this.ammo_nails = warmup_start_ammo_nails;
553 this.ammo_rockets = warmup_start_ammo_rockets;
554 this.ammo_cells = warmup_start_ammo_cells;
555 this.ammo_plasma = warmup_start_ammo_plasma;
556 this.ammo_fuel = warmup_start_ammo_fuel;
557 this.health = warmup_start_health;
558 this.armorvalue = warmup_start_armorvalue;
559 this.weapons = WARMUP_START_WEAPONS;
561 this.ammo_shells = start_ammo_shells;
562 this.ammo_nails = start_ammo_nails;
563 this.ammo_rockets = start_ammo_rockets;
564 this.ammo_cells = start_ammo_cells;
565 this.ammo_plasma = start_ammo_plasma;
566 this.ammo_fuel = start_ammo_fuel;
567 this.health = start_health;
568 this.armorvalue = start_armorvalue;
569 this.weapons = start_weapons;
571 SetSpectatee_status(this, 0);
573 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
575 this.items = start_items;
577 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
578 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
579 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
580 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
581 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
582 // extend the pause of rotting if client was reset at the beginning of the countdown
583 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
584 float f = game_starttime - time;
585 this.spawnshieldtime += f;
586 this.pauserotarmor_finished += f;
587 this.pauserothealth_finished += f;
588 this.pauseregen_finished += f;
590 this.damageforcescale = 2;
592 this.respawn_flags = 0;
593 this.respawn_time = 0;
594 this.stat_respawn_time = 0;
595 this.scale = autocvar_sv_player_scale;
598 this.pain_finished = 0;
600 setthink(this, func_null); // players have no think function
603 this.ballistics_density = autocvar_g_ballistics_density_player;
605 this.deadflag = DEAD_NO;
607 this.angles = spot.angles;
608 this.angles_z = 0; // never spawn tilted even if the spot says to
609 if (IS_BOT_CLIENT(this))
610 this.v_angle = this.angles;
611 this.fixangle = true; // turn this way immediately
612 this.oldvelocity = this.velocity = '0 0 0';
613 this.avelocity = '0 0 0';
614 this.punchangle = '0 0 0';
615 this.punchvector = '0 0 0';
617 this.strength_finished = 0;
618 this.invincible_finished = 0;
619 this.fire_endtime = -1;
620 this.revive_progress = 0;
621 this.revival_time = 0;
622 this.air_finished = time + 12;
624 entity spawnevent = new_pure(spawnevent);
625 spawnevent.owner = this;
626 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
628 // Cut off any still running player sounds.
629 stopsound(this, CH_PLAYER_SINGLE);
632 FixPlayermodel(this);
633 this.drawonlytoclient = NULL;
638 this.view_ofs = STAT(PL_VIEW_OFS, this);
639 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
640 this.spawnorigin = spot.origin;
641 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
642 // don't reset back to last position, even if new position is stuck in solid
643 this.oldorigin = this.origin;
644 this.prevorigin = this.origin;
645 this.lastteleporttime = time; // prevent insane speeds due to changing origin
647 IL_REMOVE(g_conveyed, this);
648 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
649 this.hud = HUD_NORMAL;
651 this.event_damage = PlayerDamage;
654 IL_PUSH(g_bot_targets, this);
655 this.bot_attack = true;
656 this.monster_attack = true;
658 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
660 if (this.killcount == FRAGS_SPECTATOR) {
661 PlayerScore_Clear(this);
665 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
667 CL_SpawnWeaponentity(this, weaponentities[slot]);
669 this.alpha = default_player_alpha;
670 this.colormod = '1 1 1' * autocvar_g_player_brightness;
671 this.exteriorweaponentity.alpha = default_weapon_alpha;
673 this.speedrunning = false;
675 target_voicescript_clear(this);
677 // reset fields the weapons may use
678 FOREACH(Weapons, true, LAMBDA(
679 it.wr_resetplayer(it, this);
680 // reload all reloadable weapons
681 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
682 this.weapon_load[it.m_id] = it.reloading_ammo;
687 string s = spot.target;
688 spot.target = string_null;
689 SUB_UseTargets(spot, this, NULL);
695 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
697 if (autocvar_spawn_debug)
699 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
700 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
703 PS(this).m_switchweapon = w_getbestweapon(this);
704 this.cnt = -1; // W_LastWeapon will not complain
705 PS(this).m_weapon = WEP_Null;
706 this.weaponname = "";
707 PS(this).m_switchingweapon = WEP_Null;
709 if (!warmup_stage && !this.alivetime)
710 this.alivetime = time;
712 antilag_clear(this, CS(this));
716 void ClientInit_misc(entity this);
718 // TODO do we need all these fields, or should we stop autodetecting runtime
719 // changes and just have a console command to update this?
720 bool ClientInit_SendEntity(entity this, entity to, int sf)
722 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
725 // MSG_INIT replacement
726 // TODO: make easier to use
728 W_PROP_reload(MSG_ONE, to);
729 ClientInit_misc(this);
730 MUTATOR_CALLHOOK(Ent_Init);
732 void ClientInit_misc(entity this)
734 int channel = MSG_ONE;
735 WriteHeader(channel, ENT_CLIENT_INIT);
736 WriteByte(channel, g_nexball_meter_period * 32);
737 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
738 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
739 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
740 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
741 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
742 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
743 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
744 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
746 if(sv_foginterval && world.fog != "")
747 WriteString(channel, world.fog);
749 WriteString(channel, "");
750 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
751 WriteByte(channel, serverflags);
752 WriteCoord(channel, autocvar_g_trueaim_minrange);
755 void ClientInit_CheckUpdate(entity this)
757 this.nextthink = time;
758 if(this.count != autocvar_g_balance_armor_blockpercent)
760 this.count = autocvar_g_balance_armor_blockpercent;
765 void ClientInit_Spawn()
767 entity e = new_pure(clientinit);
768 setthink(e, ClientInit_CheckUpdate);
769 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
771 ClientInit_CheckUpdate(e);
781 // initialize parms for a new player
782 parm1 = -(86400 * 366);
784 MUTATOR_CALLHOOK(SetNewParms);
792 void SetChangeParms (entity this)
794 // save parms for level change
795 parm1 = this.parm_idlesince - time;
797 MUTATOR_CALLHOOK(SetChangeParms);
805 void DecodeLevelParms(entity this)
808 this.parm_idlesince = parm1;
809 if (this.parm_idlesince == -(86400 * 366))
810 this.parm_idlesince = time;
812 // whatever happens, allow 60 seconds of idling directly after connect for map loading
813 this.parm_idlesince = max(this.parm_idlesince, time - sv_maxidle + 60);
815 MUTATOR_CALLHOOK(DecodeLevelParms);
822 Called when a client types 'kill' in the console
826 .float clientkill_nexttime;
827 void ClientKill_Now_TeamChange(entity this)
829 if(this.killindicator_teamchange == -1)
831 JoinBestTeam( this, false, true );
833 else if(this.killindicator_teamchange == -2)
836 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
837 PutObserverInServer(this);
840 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
841 this.killindicator_teamchange = 0;
844 void ClientKill_Now(entity this)
848 vehicles_exit(this.vehicle, VHEF_RELEASE);
849 if(!this.killindicator_teamchange)
851 this.vehicle_health = -1;
852 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
856 if(this.killindicator && !wasfreed(this.killindicator))
857 delete(this.killindicator);
859 this.killindicator = NULL;
861 if(this.killindicator_teamchange)
862 ClientKill_Now_TeamChange(this);
864 if(!IS_SPEC(this) && !IS_OBSERVER(this))
865 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
867 // now I am sure the player IS dead
869 void KillIndicator_Think(entity this)
873 this.owner.killindicator = NULL;
878 if (this.owner.alpha < 0 && !this.owner.vehicle)
880 this.owner.killindicator = NULL;
887 ClientKill_Now(this.owner);
890 else if(g_cts && this.health == 1) // health == 1 means that it's silent
892 this.nextthink = time + 1;
898 setmodel(this, MDL_NUM(this.cnt));
899 if(IS_REAL_CLIENT(this.owner))
902 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
904 this.nextthink = time + 1;
909 float clientkilltime;
910 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
918 killtime = autocvar_g_balance_kill_delay;
920 if(g_race_qualifying || g_cts)
923 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
926 this.killindicator_teamchange = targetteam;
928 if(!this.killindicator)
932 killtime = max(killtime, this.clientkill_nexttime - time);
933 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
936 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
938 ClientKill_Now(this);
942 starttime = max(time, clientkilltime);
944 this.killindicator = spawn();
945 this.killindicator.owner = this;
946 this.killindicator.scale = 0.5;
947 setattachment(this.killindicator, this, "");
948 setorigin(this.killindicator, '0 0 52');
949 setthink(this.killindicator, KillIndicator_Think);
950 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
951 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
952 this.killindicator.cnt = ceil(killtime);
953 this.killindicator.count = bound(0, ceil(killtime), 10);
954 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
956 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
958 it.killindicator = spawn();
959 it.killindicator.owner = it;
960 it.killindicator.scale = 0.5;
961 setattachment(it.killindicator, it, "");
962 setorigin(it.killindicator, '0 0 52');
963 setthink(it.killindicator, KillIndicator_Think);
964 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
965 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
966 it.killindicator.cnt = ceil(killtime);
971 if(this.killindicator)
973 if(targetteam == 0) // just die
975 this.killindicator.colormod = '0 0 0';
976 if(IS_REAL_CLIENT(this))
977 if(this.killindicator.cnt > 0)
978 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
980 else if(targetteam == -1) // auto
982 this.killindicator.colormod = '0 1 0';
983 if(IS_REAL_CLIENT(this))
984 if(this.killindicator.cnt > 0)
985 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
987 else if(targetteam == -2) // spectate
989 this.killindicator.colormod = '0.5 0.5 0.5';
990 if(IS_REAL_CLIENT(this))
991 if(this.killindicator.cnt > 0)
992 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
996 this.killindicator.colormod = Team_ColorRGB(targetteam);
997 if(IS_REAL_CLIENT(this))
998 if(this.killindicator.cnt > 0)
999 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1005 void ClientKill (entity this)
1007 if(gameover) return;
1008 if(this.player_blocked) return;
1009 if(STAT(FROZEN, this)) return;
1011 ClientKill_TeamChange(this, 0);
1014 void FixClientCvars(entity e)
1016 // send prediction settings to the client
1017 stuffcmd(e, "\nin_bindmap 0 0\n");
1018 if(autocvar_g_antilag == 3) // client side hitscan
1019 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1020 if(autocvar_sv_gentle)
1021 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1023 MUTATOR_CALLHOOK(FixClientCvars, e);
1026 float PlayerInIDList(entity p, string idlist)
1031 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1035 // this function allows abbreviated player IDs too!
1036 n = tokenize_console(idlist);
1037 for(i = 0; i < n; ++i)
1040 if(s == substring(p.crypto_idfp, 0, strlen(s)))
1047 #ifdef DP_EXT_PRECONNECT
1052 Called once (not at each match start) when a client begins a connection to the server
1055 void ClientPreConnect(entity this)
1057 if(autocvar_sv_eventlog)
1059 GameLogEcho(sprintf(":connect:%d:%d:%s",
1062 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1072 Called when a client connects to the server
1075 void ClientConnect(entity this)
1077 if (Ban_MaybeEnforceBanOnce(this)) return;
1078 assert(!IS_CLIENT(this), return);
1079 this.flags |= FL_CLIENT;
1080 assert(player_count >= 0, player_count = 0);
1083 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1085 this.version_nagtime = time + 10 + random() * 10;
1086 TRANSMUTE(Client, this);
1088 // identify the right forced team
1089 if (autocvar_g_campaign)
1091 if (IS_REAL_CLIENT(this)) // only players, not bots
1093 switch (autocvar_g_campaign_forceteam)
1095 case 1: this.team_forced = NUM_TEAM_1; break;
1096 case 2: this.team_forced = NUM_TEAM_2; break;
1097 case 3: this.team_forced = NUM_TEAM_3; break;
1098 case 4: this.team_forced = NUM_TEAM_4; break;
1099 default: this.team_forced = 0;
1103 else if (PlayerInIDList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1104 else if (PlayerInIDList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1105 else if (PlayerInIDList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1106 else if (PlayerInIDList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1107 else switch (autocvar_g_forced_team_otherwise)
1109 default: this.team_forced = 0; break;
1110 case "red": this.team_forced = NUM_TEAM_1; break;
1111 case "blue": this.team_forced = NUM_TEAM_2; break;
1112 case "yellow": this.team_forced = NUM_TEAM_3; break;
1113 case "pink": this.team_forced = NUM_TEAM_4; break;
1116 this.team_forced = -1;
1119 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1122 int id = this.playerid;
1123 this.playerid = 0; // silent
1124 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1128 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1129 TRANSMUTE(Observer, this);
1131 if (!teamplay || autocvar_g_balance_teams) {
1132 TRANSMUTE(Player, this);
1133 campaign_bots_may_start = true;
1135 TRANSMUTE(Observer, this); // do it anyway
1139 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1141 // always track bots, don't ask for cl_allow_uidtracking
1142 if (IS_BOT_CLIENT(this)) PlayerStats_GameReport_AddPlayer(this);
1144 if (autocvar_sv_eventlog)
1145 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", this.netname));
1147 LogTeamchange(this.playerid, this.team, 1);
1149 this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1151 this.netname_previous = strzone(this.netname);
1153 if(teamplay && IS_PLAYER(this))
1154 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1156 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1158 stuffcmd(this, clientstuff, "\n");
1159 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1161 FixClientCvars(this);
1163 // get version info from player
1164 stuffcmd(this, "cmd clientversion $gameversion\n");
1166 // notify about available teams
1169 CheckAllowedTeams(this);
1171 if (c1 >= 0) t |= BIT(0);
1172 if (c2 >= 0) t |= BIT(1);
1173 if (c3 >= 0) t |= BIT(2);
1174 if (c4 >= 0) t |= BIT(3);
1175 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1179 stuffcmd(this, "set _teams_available 0\n");
1182 bot_relinkplayerlist();
1184 this.spectatortime = time;
1185 if (blockSpectators)
1187 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1190 this.jointime = time;
1191 this.allowed_timeouts = autocvar_sv_timeout_number;
1193 if (IS_REAL_CLIENT(this))
1195 if (g_weaponarena_weapons == WEPSET(TUBA))
1196 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1199 if (!sv_foginterval && world.fog != "")
1200 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1202 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1203 if (!g_ca && !g_cts && !g_race) // teamnagger is currently bad for ca, race & cts
1204 send_CSQC_teamnagger();
1206 CSQCMODEL_AUTOINIT(this);
1208 this.model_randomizer = random();
1210 if (IS_REAL_CLIENT(this))
1211 sv_notice_join(this);
1213 // update physics stats (players can spawn before physics runs)
1214 Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
1216 IL_EACH(g_initforplayer, it.init_for_player, {
1217 it.init_for_player(it, this);
1220 MUTATOR_CALLHOOK(ClientConnect, this);
1222 if (IS_REAL_CLIENT(this))
1224 if (!autocvar_g_campaign && !IS_PLAYER(this))
1226 this.motd_actived_time = -1;
1227 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1235 Called when a client disconnects from the server
1238 .entity chatbubbleentity;
1240 void ClientDisconnect(entity this)
1242 assert(IS_CLIENT(this), return);
1244 PlayerStats_GameReport_FinalizePlayer(this);
1245 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1246 if (this.active_minigame) part_minigame(this);
1247 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1249 if (autocvar_sv_eventlog)
1250 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1252 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1254 SetSpectatee(this, NULL);
1256 MUTATOR_CALLHOOK(ClientDisconnect, this);
1258 ClientState_detach(this);
1260 Portal_ClearAll(this);
1264 RemoveGrapplingHook(this);
1266 // Here, everything has been done that requires this player to be a client.
1268 this.flags &= ~FL_CLIENT;
1270 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1271 if (this.killindicator) delete(this.killindicator);
1273 WaypointSprite_PlayerGone(this);
1275 bot_relinkplayerlist();
1277 if (this.netname_previous) strunzone(this.netname_previous);
1278 if (this.clientstatus) strunzone(this.clientstatus);
1279 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1280 if (this.personal) delete(this.personal);
1284 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1289 void ChatBubbleThink(entity this)
1291 this.nextthink = time;
1292 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1294 if(this.owner) // but why can that ever be NULL?
1295 this.owner.chatbubbleentity = NULL;
1302 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1304 if ( this.owner.active_minigame )
1305 this.mdl = "models/sprites/minigame_busy.iqm";
1306 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1307 this.mdl = "models/misc/chatbubble.spr";
1310 if ( this.model != this.mdl )
1311 _setmodel(this, this.mdl);
1315 void UpdateChatBubble(entity this)
1319 // spawn a chatbubble entity if needed
1320 if (!this.chatbubbleentity)
1322 this.chatbubbleentity = new(chatbubbleentity);
1323 this.chatbubbleentity.owner = this;
1324 this.chatbubbleentity.exteriormodeltoclient = this;
1325 setthink(this.chatbubbleentity, ChatBubbleThink);
1326 this.chatbubbleentity.nextthink = time;
1327 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1328 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1329 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1330 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1331 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1332 //this.chatbubbleentity.model = "";
1333 this.chatbubbleentity.effects = EF_LOWPRECISION;
1338 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1339 // added to the model skins
1340 /*void UpdateColorModHack()
1343 c = this.clientcolors & 15;
1344 // LordHavoc: only bothering to support white, green, red, yellow, blue
1345 if (!teamplay) this.colormod = '0 0 0';
1346 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1347 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1348 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1349 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1350 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1351 else this.colormod = '1 1 1';
1354 void respawn(entity this)
1356 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1358 this.solid = SOLID_NOT;
1359 this.takedamage = DAMAGE_NO;
1360 set_movetype(this, MOVETYPE_FLY);
1361 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1362 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1363 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1364 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1365 if(autocvar_g_respawn_ghosts_maxtime)
1366 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1371 this.effects |= EF_NODRAW; // prevent another CopyBody
1372 PutClientInServer(this);
1375 void play_countdown(entity this, float finished, Sound samp)
1378 if(IS_REAL_CLIENT(this))
1379 if(floor(finished - time - frametime) != floor(finished - time))
1380 if(finished - time < 6)
1381 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1384 void player_powerups(entity this)
1386 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1387 int items_prev = this.items;
1389 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !gameover)
1390 this.modelflags |= MF_ROCKET;
1392 this.modelflags &= ~MF_ROCKET;
1394 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1396 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1399 Fire_ApplyDamage(this);
1400 Fire_ApplyEffect(this);
1404 if (this.items & ITEM_Strength.m_itemid)
1406 play_countdown(this, this.strength_finished, SND_POWEROFF);
1407 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1408 if (time > this.strength_finished)
1410 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1411 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1412 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1417 if (time < this.strength_finished)
1419 this.items = this.items | ITEM_Strength.m_itemid;
1420 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1421 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1424 if (this.items & ITEM_Shield.m_itemid)
1426 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1427 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1428 if (time > this.invincible_finished)
1430 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1431 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1432 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1437 if (time < this.invincible_finished)
1439 this.items = this.items | ITEM_Shield.m_itemid;
1440 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1441 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1444 if (this.items & IT_SUPERWEAPON)
1446 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1448 this.superweapons_finished = 0;
1449 this.items = this.items - (this.items & IT_SUPERWEAPON);
1450 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1451 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1453 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1455 // don't let them run out
1459 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1460 if (time > this.superweapons_finished)
1462 this.items = this.items - (this.items & IT_SUPERWEAPON);
1463 this.weapons &= ~WEPSET_SUPERWEAPONS;
1464 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1465 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1469 else if(this.weapons & WEPSET_SUPERWEAPONS)
1471 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1473 this.items = this.items | IT_SUPERWEAPON;
1474 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1475 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1479 this.superweapons_finished = 0;
1480 this.weapons &= ~WEPSET_SUPERWEAPONS;
1485 this.superweapons_finished = 0;
1489 if(autocvar_g_nodepthtestplayers)
1490 this.effects = this.effects | EF_NODEPTHTEST;
1492 if(autocvar_g_fullbrightplayers)
1493 this.effects = this.effects | EF_FULLBRIGHT;
1495 if (time >= game_starttime)
1496 if (time < this.spawnshieldtime)
1497 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1499 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1502 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1504 if(current > stable)
1506 else if(current > stable - 0.25) // when close enough, "snap"
1509 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1512 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1514 if(current < stable)
1516 else if(current < stable + 0.25) // when close enough, "snap"
1519 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1522 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1524 if(current > rotstable)
1526 if(rotframetime > 0)
1528 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1529 current = max(rotstable, current - rotlinear * rotframetime);
1532 else if(current < regenstable)
1534 if(regenframetime > 0)
1536 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1537 current = min(regenstable, current + regenlinear * regenframetime);
1547 void player_regen(entity this)
1549 float max_mod, regen_mod, rot_mod, limit_mod;
1550 max_mod = regen_mod = rot_mod = limit_mod = 1;
1552 float regen_health = autocvar_g_balance_health_regen;
1553 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1554 float regen_health_rot = autocvar_g_balance_health_rot;
1555 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1556 float regen_health_stable = autocvar_g_balance_health_regenstable;
1557 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1558 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1559 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1560 max_mod = M_ARGV(1, float);
1561 regen_mod = M_ARGV(2, float);
1562 rot_mod = M_ARGV(3, float);
1563 limit_mod = M_ARGV(4, float);
1564 regen_health = M_ARGV(5, float);
1565 regen_health_linear = M_ARGV(6, float);
1566 regen_health_rot = M_ARGV(7, float);
1567 regen_health_rotlinear = M_ARGV(8, float);
1568 regen_health_stable = M_ARGV(9, float);
1569 regen_health_rotstable = M_ARGV(10, float);
1572 if(!mutator_returnvalue)
1573 if(!STAT(FROZEN, this))
1575 float mina, maxa, limith, limita;
1576 maxa = autocvar_g_balance_armor_rotstable;
1577 mina = autocvar_g_balance_armor_regenstable;
1578 limith = autocvar_g_balance_health_limit;
1579 limita = autocvar_g_balance_armor_limit;
1581 regen_health_rotstable = regen_health_rotstable * max_mod;
1582 regen_health_stable = regen_health_stable * max_mod;
1583 limith = limith * limit_mod;
1584 limita = limita * limit_mod;
1586 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);
1587 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);
1590 // if player rotted to death... die!
1591 // check this outside above checks, as player may still be able to rot to death
1595 vehicles_exit(this.vehicle, VHEF_RELEASE);
1596 if(this.event_damage)
1597 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1600 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1602 float minf, maxf, limitf;
1604 maxf = autocvar_g_balance_fuel_rotstable;
1605 minf = autocvar_g_balance_fuel_regenstable;
1606 limitf = autocvar_g_balance_fuel_limit;
1608 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);
1613 void SetZoomState(entity this, float newzoom)
1615 if(newzoom != this.zoomstate)
1617 this.zoomstate = newzoom;
1618 ClientData_Touch(this);
1620 zoomstate_set = true;
1623 void GetPressedKeys(entity this)
1625 MUTATOR_CALLHOOK(GetPressedKeys, this);
1626 int keys = STAT(PRESSED_KEYS, this);
1627 keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
1628 keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
1629 keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
1630 keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
1632 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1633 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1634 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1635 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1636 this.pressedkeys = keys; // store for other users
1638 STAT(PRESSED_KEYS, this) = keys;
1642 ======================
1643 spectate mode routines
1644 ======================
1647 void SpectateCopy(entity this, entity spectatee)
1649 TC(Client, this); TC(Client, spectatee);
1651 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1652 PS(this) = PS(spectatee);
1653 this.armortype = spectatee.armortype;
1654 this.armorvalue = spectatee.armorvalue;
1655 this.ammo_cells = spectatee.ammo_cells;
1656 this.ammo_plasma = spectatee.ammo_plasma;
1657 this.ammo_shells = spectatee.ammo_shells;
1658 this.ammo_nails = spectatee.ammo_nails;
1659 this.ammo_rockets = spectatee.ammo_rockets;
1660 this.ammo_fuel = spectatee.ammo_fuel;
1661 this.clip_load = spectatee.clip_load;
1662 this.clip_size = spectatee.clip_size;
1663 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1664 this.health = spectatee.health;
1666 this.items = spectatee.items;
1667 this.last_pickup = spectatee.last_pickup;
1668 this.hit_time = spectatee.hit_time;
1669 this.strength_finished = spectatee.strength_finished;
1670 this.invincible_finished = spectatee.invincible_finished;
1671 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1672 this.weapons = spectatee.weapons;
1673 this.vortex_charge = spectatee.vortex_charge;
1674 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1675 this.hagar_load = spectatee.hagar_load;
1676 this.arc_heat_percent = spectatee.arc_heat_percent;
1677 this.minelayer_mines = spectatee.minelayer_mines;
1678 this.punchangle = spectatee.punchangle;
1679 this.view_ofs = spectatee.view_ofs;
1680 this.velocity = spectatee.velocity;
1681 this.dmg_take = spectatee.dmg_take;
1682 this.dmg_save = spectatee.dmg_save;
1683 this.dmg_inflictor = spectatee.dmg_inflictor;
1684 this.v_angle = spectatee.v_angle;
1685 this.angles = spectatee.v_angle;
1686 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1687 this.revive_progress = spectatee.revive_progress;
1688 this.viewloc = spectatee.viewloc;
1689 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1690 this.fixangle = true;
1691 setorigin(this, spectatee.origin);
1692 setsize(this, spectatee.mins, spectatee.maxs);
1693 SetZoomState(this, spectatee.zoomstate);
1695 anticheat_spectatecopy(this, spectatee);
1696 this.hud = spectatee.hud;
1697 if(spectatee.vehicle)
1699 this.angles = spectatee.v_angle;
1701 //this.fixangle = false;
1702 //this.velocity = spectatee.vehicle.velocity;
1703 this.vehicle_health = spectatee.vehicle_health;
1704 this.vehicle_shield = spectatee.vehicle_shield;
1705 this.vehicle_energy = spectatee.vehicle_energy;
1706 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1707 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1708 this.vehicle_reload1 = spectatee.vehicle_reload1;
1709 this.vehicle_reload2 = spectatee.vehicle_reload2;
1711 //msg_entity = this;
1713 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1714 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1715 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1716 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1718 //WriteByte (MSG_ONE, SVC_SETVIEW);
1719 // WriteEntity(MSG_ONE, this);
1720 //makevectors(spectatee.v_angle);
1721 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1725 bool SpectateUpdate(entity this)
1730 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1732 SetSpectatee(this, NULL);
1736 SpectateCopy(this, this.enemy);
1741 bool SpectateSet(entity this)
1743 if(!IS_PLAYER(this.enemy))
1746 ClientData_Touch(this.enemy);
1749 WriteByte(MSG_ONE, SVC_SETVIEW);
1750 WriteEntity(MSG_ONE, this.enemy);
1751 set_movetype(this, MOVETYPE_NONE);
1752 accuracy_resend(this);
1754 if(!SpectateUpdate(this))
1755 PutObserverInServer(this);
1760 void SetSpectatee_status(entity this, int spectatee_num)
1762 int oldspectatee_status = this.spectatee_status;
1763 this.spectatee_status = spectatee_num;
1765 if (this.spectatee_status != oldspectatee_status)
1767 ClientData_Touch(this);
1768 if (g_race || g_cts) race_InitSpectator();
1772 void SetSpectatee(entity this, entity spectatee)
1774 entity old_spectatee = this.enemy;
1776 this.enemy = spectatee;
1779 // these are required to fix the spectator bug with arc
1782 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1784 .entity weaponentity = weaponentities[slot];
1785 if(old_spectatee.(weaponentity).arc_beam)
1786 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1791 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1793 .entity weaponentity = weaponentities[slot];
1794 if(this.enemy.(weaponentity).arc_beam)
1795 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1800 SetSpectatee_status(this, etof(this.enemy));
1802 // needed to update spectator list
1803 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1806 bool Spectate(entity this, entity pl)
1808 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1810 pl = M_ARGV(1, entity);
1812 SetSpectatee(this, pl);
1813 return SpectateSet(this);
1816 bool SpectateNext(entity this)
1818 entity ent = find(this.enemy, classname, STR_PLAYER);
1820 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1821 ent = M_ARGV(1, entity);
1823 ent = find(ent, classname, STR_PLAYER);
1825 if(ent) { SetSpectatee(this, ent); }
1827 return SpectateSet(this);
1830 bool SpectatePrev(entity this)
1832 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1833 entity ent = findchain(classname, STR_PLAYER);
1834 if (!ent) // no player
1838 // skip players until current spectated player
1840 while(ent && ent != this.enemy)
1843 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1845 case MUT_SPECPREV_FOUND:
1846 ent = M_ARGV(1, entity);
1848 case MUT_SPECPREV_RETURN:
1850 case MUT_SPECPREV_CONTINUE:
1861 SetSpectatee(this, ent);
1862 return SpectateSet(this);
1867 ShowRespawnCountdown()
1869 Update a respawn countdown display.
1872 void ShowRespawnCountdown(entity this)
1875 if(!IS_DEAD(this)) // just respawned?
1879 number = ceil(this.respawn_time - time);
1882 if(number <= this.respawn_countdown)
1884 this.respawn_countdown = number - 1;
1885 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
1886 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1891 .bool team_selected;
1892 bool ShowTeamSelection(entity this)
1894 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1896 stuffcmd(this, "menu_showteamselect\n");
1899 void Join(entity this)
1901 TRANSMUTE(Player, this);
1903 if(!this.team_selected)
1904 if(autocvar_g_campaign || autocvar_g_balance_teams)
1905 JoinBestTeam(this, false, true);
1907 if(autocvar_g_campaign)
1908 campaign_bots_may_start = true;
1910 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1912 PutClientInServer(this);
1914 if(teamplay && this.team != -1)
1915 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
1917 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1918 this.team_selected = false;
1922 * Determines whether the player is allowed to join. This depends on cvar
1923 * g_maxplayers, if it isn't used this function always return true, otherwise
1924 * it checks whether the number of currently playing players exceeds g_maxplayers.
1925 * @return int number of free slots for players, 0 if none
1927 int nJoinAllowed(entity this, entity ignore)
1930 // this is called that way when checking if anyone may be able to join (to build qcstatus)
1931 // so report 0 free slots if restricted
1933 if(autocvar_g_forced_team_otherwise == "spectate")
1935 if(autocvar_g_forced_team_otherwise == "spectator")
1939 if(this && this.team_forced < 0)
1940 return 0; // forced spectators can never join
1942 // TODO simplify this
1943 int totalClients = 0;
1944 int currentlyPlaying = 0;
1945 FOREACH_CLIENT(true, LAMBDA(
1948 if(IS_REAL_CLIENT(it))
1949 if(IS_PLAYER(it) || it.caplayer)
1953 float free_slots = 0;
1954 if (!autocvar_g_maxplayers)
1955 free_slots = maxclients - totalClients;
1956 else if(currentlyPlaying < autocvar_g_maxplayers)
1957 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
1959 static float join_prevent_msg_time = 0;
1960 if(this && ignore && !free_slots && time > join_prevent_msg_time)
1962 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
1963 join_prevent_msg_time = time + 3;
1970 * Checks whether the client is an observer or spectator, if so, he will get kicked after
1971 * g_maxplayers_spectator_blocktime seconds
1973 void checkSpectatorBlock(entity this)
1975 if(IS_SPEC(this) || IS_OBSERVER(this))
1977 if(IS_REAL_CLIENT(this))
1979 if( time > (this.spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
1980 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
1986 void PrintWelcomeMessage(entity this)
1988 if(this.motd_actived_time == 0)
1990 if (autocvar_g_campaign) {
1991 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
1992 this.motd_actived_time = time;
1993 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
1996 if (PHYS_INPUT_BUTTON_INFO(this)) {
1997 this.motd_actived_time = time;
1998 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2002 else if(this.motd_actived_time > 0) // showing MOTD or campaign message
2004 if (autocvar_g_campaign) {
2005 if (PHYS_INPUT_BUTTON_INFO(this))
2006 this.motd_actived_time = time;
2007 else if ((time - this.motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2008 this.motd_actived_time = 0;
2009 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2012 if (PHYS_INPUT_BUTTON_INFO(this))
2013 this.motd_actived_time = time;
2014 else if (time - this.motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2015 this.motd_actived_time = 0;
2016 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2020 else //if(this.motd_actived_time < 0) // just connected, motd is active
2022 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2023 this.motd_actived_time = -2; // wait until BUTTON_INFO gets released
2024 else if(this.motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2026 // instanctly hide MOTD
2027 this.motd_actived_time = 0;
2028 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2033 bool joinAllowed(entity this)
2035 if (this.version_mismatch) return false;
2036 if (!nJoinAllowed(this, this)) return false;
2037 if (teamplay && lockteams) return false;
2038 if (ShowTeamSelection(this)) return false;
2039 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2043 void ObserverThink(entity this)
2047 MinigameImpulse(this, this.impulse);
2051 if (this.flags & FL_JUMPRELEASED) {
2052 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2053 this.flags &= ~FL_JUMPRELEASED;
2054 this.flags |= FL_SPAWNING;
2055 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
2056 this.flags &= ~FL_JUMPRELEASED;
2057 if(SpectateNext(this)) {
2058 TRANSMUTE(Spectator, this);
2061 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? this.cvar_cl_clippedspectating : !this.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2062 set_movetype(this, preferred_movetype);
2065 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2066 this.flags |= FL_JUMPRELEASED;
2067 if(this.flags & FL_SPAWNING)
2069 this.flags &= ~FL_SPAWNING;
2077 void SpectatorThink(entity this)
2081 if(MinigameImpulse(this, this.impulse))
2084 if (this.impulse == IMP_weapon_drop.impulse)
2086 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2092 if (this.flags & FL_JUMPRELEASED) {
2093 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2094 this.flags &= ~FL_JUMPRELEASED;
2095 this.flags |= FL_SPAWNING;
2096 } else if(PHYS_INPUT_BUTTON_ATCK(this) || this.impulse == 10 || this.impulse == 15 || this.impulse == 18 || (this.impulse >= 200 && this.impulse <= 209)) {
2097 this.flags &= ~FL_JUMPRELEASED;
2098 if(SpectateNext(this)) {
2099 TRANSMUTE(Spectator, this);
2101 TRANSMUTE(Observer, this);
2102 PutClientInServer(this);
2105 } else if(this.impulse == 12 || this.impulse == 16 || this.impulse == 19 || (this.impulse >= 220 && this.impulse <= 229)) {
2106 this.flags &= ~FL_JUMPRELEASED;
2107 if(SpectatePrev(this)) {
2108 TRANSMUTE(Spectator, this);
2110 TRANSMUTE(Observer, this);
2111 PutClientInServer(this);
2114 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2115 this.flags &= ~FL_JUMPRELEASED;
2116 TRANSMUTE(Observer, this);
2117 PutClientInServer(this);
2119 if(!SpectateUpdate(this))
2120 PutObserverInServer(this);
2123 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2124 this.flags |= FL_JUMPRELEASED;
2125 if(this.flags & FL_SPAWNING)
2127 this.flags &= ~FL_SPAWNING;
2132 if(!SpectateUpdate(this))
2133 PutObserverInServer(this);
2136 this.flags |= FL_CLIENT | FL_NOTARGET;
2139 void vehicles_enter (entity pl, entity veh);
2140 void PlayerUseKey(entity this)
2142 if (!IS_PLAYER(this))
2149 vehicles_exit(this.vehicle, VHEF_NORMAL);
2153 else if(autocvar_g_vehicles_enter)
2155 if(!STAT(FROZEN, this))
2159 entity head, closest_target = NULL;
2160 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2162 while(head) // find the closest acceptable target to enter
2164 if(IS_VEHICLE(head))
2166 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2167 if(head.takedamage != DAMAGE_NO)
2171 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2172 { closest_target = head; }
2174 else { closest_target = head; }
2180 if(closest_target) { vehicles_enter(this, closest_target); return; }
2184 // a use key was pressed; call handlers
2185 MUTATOR_CALLHOOK(PlayerUseKey, this);
2193 Called every frame for each client before the physics are run
2196 .float usekeypressed;
2197 .float last_vehiclecheck;
2199 void PlayerPreThink (entity this)
2201 WarpZone_PlayerPhysics_FixVAngle(this);
2203 STAT(GAMESTARTTIME, this) = game_starttime;
2204 STAT(ROUNDSTARTTIME, this) = round_starttime;
2205 STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
2206 STAT(LEADLIMIT, this) = autocvar_leadlimit;
2208 STAT(WEAPONSINMAP, this) = weaponsInMap;
2211 // physics frames: update anticheat stuff
2212 anticheat_prethink(this);
2215 if (blockSpectators && frametime) {
2216 // WORKAROUND: only use dropclient in server frames (frametime set).
2217 // Never use it in cl_movement frames (frametime zero).
2218 checkSpectatorBlock(this);
2221 zoomstate_set = false;
2223 // Check for nameless players
2224 if (isInvisibleString(this.netname)) {
2225 this.netname = strzone(sprintf("Player#%d", this.playerid));
2226 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2228 if (this.netname != this.netname_previous) {
2229 if (autocvar_sv_eventlog) {
2230 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", this.netname));
2232 if (this.netname_previous) strunzone(this.netname_previous);
2233 this.netname_previous = strzone(this.netname);
2237 if (this.version_nagtime && this.cvar_g_xonoticversion && time > this.version_nagtime) {
2238 this.version_nagtime = 0;
2239 if (strstrofs(this.cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(this.cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2241 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2243 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2245 int r = vercmp(this.cvar_g_xonoticversion, autocvar_g_xonoticversion);
2246 if (r < 0) { // old client
2247 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2248 } else if (r > 0) { // old server
2249 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, this.cvar_g_xonoticversion);
2255 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2257 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2258 this.max_armorvalue = 0;
2261 if (STAT(FROZEN, this) == 2)
2263 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2264 this.health = max(1, this.revive_progress * start_health);
2265 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2267 if (this.revive_progress >= 1)
2270 else if (STAT(FROZEN, this) == 3)
2272 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2273 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2275 if (this.health < 1)
2278 vehicles_exit(this.vehicle, VHEF_RELEASE);
2279 if(this.event_damage)
2280 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2282 else if (this.revive_progress <= 0)
2286 MUTATOR_CALLHOOK(PlayerPreThink, this);
2288 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !gameover && !this.vehicle)
2289 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2291 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2293 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2294 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2296 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2300 if(!it.team || SAME_TEAM(this, it))
2301 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2302 else if(autocvar_g_vehicles_steal)
2303 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2307 this.last_vehiclecheck = time + 1;
2310 if(!this.cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2312 if(PHYS_INPUT_BUTTON_USE(this) && !this.usekeypressed)
2314 this.usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2317 if (IS_REAL_CLIENT(this))
2318 PrintWelcomeMessage(this);
2320 if (IS_PLAYER(this)) {
2321 CheckRules_Player(this);
2323 if (intermission_running) {
2324 IntermissionThink(this);
2328 if (timeout_status == TIMEOUT_ACTIVE) {
2329 // don't allow the player to turn around while game is paused
2330 // FIXME turn this into CSQC stuff
2331 this.v_angle = this.lastV_angle;
2332 this.angles = this.lastV_angle;
2333 this.fixangle = true;
2336 if (frametime) player_powerups(this);
2338 if (IS_DEAD(this)) {
2339 if (this.personal && g_race_qualifying) {
2340 if (time > this.respawn_time) {
2341 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2343 this.impulse = CHIMPULSE_SPEEDRUN.impulse;
2346 if (frametime) player_anim(this);
2347 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));
2349 switch(this.deadflag)
2353 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2354 this.deadflag = DEAD_RESPAWNING;
2355 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2356 this.deadflag = DEAD_DEAD;
2362 this.deadflag = DEAD_RESPAWNABLE;
2363 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2364 this.deadflag = DEAD_RESPAWNING;
2367 case DEAD_RESPAWNABLE:
2369 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2370 this.deadflag = DEAD_RESPAWNING;
2373 case DEAD_RESPAWNING:
2375 if (time > this.respawn_time)
2377 this.respawn_time = time + 1; // only retry once a second
2378 this.respawn_time_max = this.respawn_time;
2385 ShowRespawnCountdown(this);
2387 if (this.respawn_flags & RESPAWN_SILENT)
2388 STAT(RESPAWN_TIME, this) = 0;
2389 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2391 if (time < this.respawn_time)
2392 STAT(RESPAWN_TIME, this) = this.respawn_time;
2393 else if (this.deadflag != DEAD_RESPAWNING)
2394 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2397 STAT(RESPAWN_TIME, this) = this.respawn_time;
2400 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2401 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2402 STAT(RESPAWN_TIME, this) *= -1;
2407 this.prevorigin = this.origin;
2409 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2410 if (this.hook.state) {
2412 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2414 } else if (this.vehicle) {
2416 } else if (STAT(FROZEN, this)) {
2423 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2424 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2425 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2427 } else if (this.crouch) {
2428 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2429 if (!trace_startsolid) {
2430 this.crouch = false;
2431 this.view_ofs = STAT(PL_VIEW_OFS, this);
2432 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2436 FixPlayermodel(this);
2438 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2441 this.items &= ~this.items_added;
2443 //for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2445 //.entity weaponentity = weaponentities[slot];
2446 //W_WeaponFrame(this, weaponentity);
2448 .entity weaponentity = weaponentities[0]; // TODO
2449 W_WeaponFrame(this, weaponentity);
2451 this.items_added = 0;
2452 if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
2453 this.items_added |= IT_FUEL;
2455 this.items |= this.items_added;
2460 // WEAPONTODO: Add a weapon request for this
2461 // rot vortex charge to the charge limit
2462 if (WEP_CVAR(vortex, charge_rot_rate) && this.vortex_charge > WEP_CVAR(vortex, charge_limit) && this.vortex_charge_rottime < time)
2463 this.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2465 if (frametime) player_anim(this);
2468 secrets_setstatus(this);
2471 monsters_setstatus(this);
2473 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2475 else if (gameover) {
2476 if (intermission_running) IntermissionThink(this);
2479 else if (IS_OBSERVER(this)) {
2480 ObserverThink(this);
2482 else if (IS_SPEC(this)) {
2483 SpectatorThink(this);
2486 // WEAPONTODO: Add weapon request for this
2487 if (!zoomstate_set) {
2489 PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this)
2490 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_VORTEX)
2491 || (PHYS_INPUT_BUTTON_ATCK2(this) && PS(this).m_weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)
2495 if (this.teamkill_soundtime && time > this.teamkill_soundtime)
2497 this.teamkill_soundtime = 0;
2499 entity e = this.teamkill_soundsource;
2500 entity oldpusher = e.pusher;
2502 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2503 e.pusher = oldpusher;
2506 if (this.taunt_soundtime && time > this.taunt_soundtime) {
2507 this.taunt_soundtime = 0;
2508 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2511 target_voicescript_next(this);
2513 // WEAPONTODO: Move into weaponsystem somehow
2514 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2515 if (PS(this).m_weapon == WEP_Null)
2516 this.clip_load = this.clip_size = 0;
2519 void DrownPlayer(entity this)
2524 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2526 if(this.air_finished < time)
2527 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2528 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2531 else if (this.air_finished < time)
2533 if (this.pain_finished < time)
2535 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2536 this.pain_finished = time + 0.5;
2541 .bool move_qcphysics;
2543 void Player_Physics(entity this)
2545 set_movetype(this, this.move_movetype);
2547 if(!this.move_qcphysics)
2550 if(!frametime && !this.pm_frametime)
2553 Movetype_Physics_NoMatchTicrate(this, this.pm_frametime, true);
2555 this.pm_frametime = 0;
2562 Called every frame for each client after the physics are run
2565 .float idlekick_lasttimeleft;
2566 void PlayerPostThink (entity this)
2568 Player_Physics(this);
2571 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2572 if (IS_REAL_CLIENT(this))
2573 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2575 int totalClients = 0;
2576 if(sv_maxidle_slots > 0)
2578 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2584 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2585 { /* do nothing */ }
2586 else if (time - this.parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2588 if (this.idlekick_lasttimeleft)
2590 this.idlekick_lasttimeleft = 0;
2591 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2596 float timeleft = ceil(sv_maxidle - (time - this.parm_idlesince));
2597 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2598 if (!this.idlekick_lasttimeleft)
2599 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2601 if (timeleft <= 0) {
2602 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2606 else if (timeleft <= 10) {
2607 if (timeleft != this.idlekick_lasttimeleft) {
2608 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2610 this.idlekick_lasttimeleft = timeleft;
2617 //CheckPlayerJump();
2619 if (IS_PLAYER(this)) {
2621 CheckRules_Player(this);
2622 UpdateChatBubble(this);
2623 if (this.impulse) ImpulseCommands(this);
2624 if (intermission_running) return; // intermission or finale
2625 GetPressedKeys(this);
2628 if (this.waypointsprite_attachedforcarrier) {
2629 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2630 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2633 playerdemo_write(this);
2635 CSQCMODEL_AUTOUPDATE(this);