3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
34 #include <common/effects/qc/globalsound.qh>
36 #include "../common/mapobjects/func/conveyor.qh"
37 #include "../common/mapobjects/teleporters.qh"
38 #include "../common/mapobjects/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include "../common/items/_mod.qh"
51 #include "../common/mutators/mutator/waypoints/all.qh"
52 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
53 #include <common/gamemodes/_mod.qh>
55 #include "../common/mapobjects/subs.qh"
56 #include "../common/mapobjects/triggers.qh"
57 #include "../common/mapobjects/trigger/secret.qh"
59 #include "../common/minigames/sv_minigames.qh"
61 #include "../common/items/inventory.qh"
63 #include "../common/monsters/sv_monsters.qh"
65 #include "../lib/warpzone/server.qh"
67 #include <common/mutators/mutator/overkill/oknex.qh>
69 STATIC_METHOD(Client, Add, void(Client this, int _team))
72 TRANSMUTE(Player, this);
75 PutClientInServer(this);
78 void PutObserverInServer(entity this);
80 STATIC_METHOD(Client, Remove, void(Client this))
82 TRANSMUTE(Observer, this);
83 PutClientInServer(this);
84 ClientDisconnect(this);
87 void send_CSQC_teamnagger() {
88 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
91 int CountSpectators(entity player, entity to)
93 if(!player) { return 0; } // not sure how, but best to be safe
97 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
105 void WriteSpectators(entity player, entity to)
107 if(!player) { return; } // not sure how, but best to be safe
109 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111 WriteByte(MSG_ENTITY, num_for_edict(it));
115 bool ClientData_Send(entity this, entity to, int sf)
117 assert(to == this.owner, return false);
120 if (IS_SPEC(e)) e = e.enemy;
123 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
124 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
125 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
126 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
128 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
129 WriteByte(MSG_ENTITY, sf);
132 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
136 float specs = CountSpectators(e, to);
137 WriteByte(MSG_ENTITY, specs);
138 WriteSpectators(e, to);
144 void ClientData_Attach(entity this)
146 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
147 CS(this).clientdata.drawonlytoclient = this;
148 CS(this).clientdata.owner = this;
151 void ClientData_Detach(entity this)
153 delete(CS(this).clientdata);
154 CS(this).clientdata = NULL;
157 void ClientData_Touch(entity e)
159 entity cd = CS(e).clientdata;
160 if (cd) { cd.SendFlags = 1; }
162 // make it spectatable
163 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
165 entity cd = CS(it).clientdata;
166 if (cd) { cd.SendFlags = 1; }
170 void SetSpectatee(entity this, entity spectatee);
171 void SetSpectatee_status(entity this, int spectatee_num);
178 Checks if the argument string can be a valid playermodel.
179 Returns a valid one in doubt.
182 string FallbackPlayerModel;
183 string CheckPlayerModel(string plyermodel) {
184 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
186 // note: we cannot summon Don Strunzone here, some player may
187 // still have the model string set. In case anyone manages how
188 // to change a cvar default, we'll have a small leak here.
189 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
191 // only in right path
192 if( substring(plyermodel,0,14) != "models/player/")
193 return FallbackPlayerModel;
194 // only good file extensions
195 if(substring(plyermodel,-4,4) != ".zym")
196 if(substring(plyermodel,-4,4) != ".dpm")
197 if(substring(plyermodel,-4,4) != ".iqm")
198 if(substring(plyermodel,-4,4) != ".md3")
199 if(substring(plyermodel,-4,4) != ".psk")
200 return FallbackPlayerModel;
201 // forbid the LOD models
202 if(substring(plyermodel, -9,5) == "_lod1")
203 return FallbackPlayerModel;
204 if(substring(plyermodel, -9,5) == "_lod2")
205 return FallbackPlayerModel;
206 if(plyermodel != strtolower(plyermodel))
207 return FallbackPlayerModel;
208 // also, restrict to server models
209 if(autocvar_sv_servermodelsonly)
211 if(!fexists(plyermodel))
212 return FallbackPlayerModel;
217 void setplayermodel(entity e, string modelname)
219 precache_model(modelname);
220 _setmodel(e, modelname);
221 player_setupanimsformodel(e);
222 if(!autocvar_g_debug_globalsounds)
223 UpdatePlayerSounds(e);
226 void FixPlayermodel(entity player);
227 /** putting a client as observer in the server */
228 void PutObserverInServer(entity this)
230 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
231 PlayerState_detach(this);
238 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
241 // was a player, recount votes and ready status
242 if(IS_REAL_CLIENT(this))
244 if (vote_called) { VoteCount(false); }
250 entity spot = SelectSpawnPoint(this, true);
251 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
252 this.angles = vec2(spot.angles);
253 this.fixangle = true;
254 // offset it so that the spectator spawns higher off the ground, looks better this way
255 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
256 if (IS_REAL_CLIENT(this))
259 WriteByte(MSG_ONE, SVC_SETVIEW);
260 WriteEntity(MSG_ONE, this);
262 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
263 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
264 if(!autocvar_g_debug_globalsounds)
266 // needed for player sounds
268 FixPlayermodel(this);
270 setmodel(this, MDL_Null);
271 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
272 this.view_ofs = '0 0 0';
275 RemoveGrapplingHooks(this);
276 Portal_ClearAll(this);
278 SetSpectatee(this, NULL);
283 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
287 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
289 WaypointSprite_PlayerDead(this);
291 if (mutator_returnvalue) {
292 // mutator prevents resetting teams+score
294 int oldteam = this.team;
295 this.team = -1; // move this as it is needed to log the player spectating in eventlog
296 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
297 this.frags = FRAGS_SPECTATOR;
298 PlayerScore_Clear(this); // clear scores when needed
301 if (CS(this).killcount != FRAGS_SPECTATOR)
303 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
305 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
306 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
308 if(!CS(this).just_joined)
309 LogTeamchange(this.playerid, -1, 4);
311 CS(this).just_joined = false;
314 accuracy_resend(this);
316 CS(this).spectatortime = time;
318 IL_REMOVE(g_bot_targets, this);
319 this.bot_attack = false;
320 if(this.monster_attack)
321 IL_REMOVE(g_monster_targets, this);
322 this.monster_attack = false;
323 STAT(HUD, this) = HUD_NORMAL;
324 TRANSMUTE(Observer, this);
325 this.iscreature = false;
326 this.teleportable = TELEPORT_SIMPLE;
327 if(this.damagedbycontents)
328 IL_REMOVE(g_damagedbycontents, this);
329 this.damagedbycontents = false;
330 this.health = FRAGS_SPECTATOR;
331 SetSpectatee_status(this, etof(this));
332 this.takedamage = DAMAGE_NO;
333 this.solid = SOLID_NOT;
334 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
335 this.flags = FL_CLIENT | FL_NOTARGET;
336 this.armorvalue = 666;
338 this.armorvalue = autocvar_g_balance_armor_start;
339 this.pauserotarmor_finished = 0;
340 this.pauserothealth_finished = 0;
341 this.pauseregen_finished = 0;
342 this.damageforcescale = 0;
344 this.respawn_flags = 0;
345 this.respawn_time = 0;
346 STAT(RESPAWN_TIME, this) = 0;
351 this.pain_finished = 0;
352 this.strength_finished = 0;
353 this.invincible_finished = 0;
354 this.superweapons_finished = 0;
355 this.dphitcontentsmask = 0;
358 setthink(this, func_null);
360 this.deadflag = DEAD_NO;
362 STAT(REVIVE_PROGRESS, this) = 0;
363 this.revival_time = 0;
366 STAT(WEAPONS, this) = '0 0 0';
367 this.drawonlytoclient = this;
371 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
373 this.weaponmodel = "";
374 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
376 this.weaponentities[slot] = NULL;
378 this.exteriorweaponentity = NULL;
379 CS(this).killcount = FRAGS_SPECTATOR;
380 this.velocity = '0 0 0';
381 this.avelocity = '0 0 0';
382 this.punchangle = '0 0 0';
383 this.punchvector = '0 0 0';
384 this.oldvelocity = this.velocity;
385 this.fire_endtime = -1;
386 this.event_damage = func_null;
388 for(int slot = 0; slot < MAX_AXH; ++slot)
390 entity axh = this.(AuxiliaryXhair[slot]);
391 this.(AuxiliaryXhair[slot]) = NULL;
393 if(axh.owner == this && axh != NULL && !wasfreed(axh))
398 int player_getspecies(entity this)
400 get_model_parameters(this.model, this.skin);
401 int s = get_model_parameters_species;
402 get_model_parameters(string_null, 0);
403 if (s < 0) return SPECIES_HUMAN;
407 .float model_randomizer;
408 void FixPlayermodel(entity player)
410 string defaultmodel = "";
412 if(autocvar_sv_defaultcharacter)
418 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
419 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
420 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
421 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
425 if(defaultmodel == "")
427 defaultmodel = autocvar_sv_defaultplayermodel;
428 defaultskin = autocvar_sv_defaultplayerskin;
431 int n = tokenize_console(defaultmodel);
434 defaultmodel = argv(floor(n * CS(player).model_randomizer));
435 // However, do NOT randomize if the player-selected model is in the list.
436 for (int i = 0; i < n; ++i)
437 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
438 defaultmodel = argv(i);
441 int i = strstrofs(defaultmodel, ":", 0);
444 defaultskin = stof(substring(defaultmodel, i+1, -1));
445 defaultmodel = substring(defaultmodel, 0, i);
448 if(autocvar_sv_defaultcharacterskin && !defaultskin)
454 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
455 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
456 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
457 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
462 defaultskin = autocvar_sv_defaultplayerskin;
465 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
466 defaultmodel = M_ARGV(0, string);
467 defaultskin = M_ARGV(1, int);
471 if(defaultmodel != "")
473 if (defaultmodel != player.model)
475 vector m1 = player.mins;
476 vector m2 = player.maxs;
477 setplayermodel (player, defaultmodel);
478 setsize (player, m1, m2);
482 oldskin = player.skin;
483 player.skin = defaultskin;
485 if (player.playermodel != player.model || player.playermodel == "")
487 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
488 vector m1 = player.mins;
489 vector m2 = player.maxs;
490 setplayermodel (player, player.playermodel);
491 setsize (player, m1, m2);
495 if(!autocvar_sv_defaultcharacterskin)
497 oldskin = player.skin;
498 player.skin = stof(player.playerskin);
502 oldskin = player.skin;
503 player.skin = defaultskin;
507 if(chmdl || oldskin != player.skin) // model or skin has changed
509 player.species = player_getspecies(player); // update species
510 if(!autocvar_g_debug_globalsounds)
511 UpdatePlayerSounds(player); // update skin sounds
515 if(strlen(autocvar_sv_defaultplayercolors))
516 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
517 setcolor(player, stof(autocvar_sv_defaultplayercolors));
520 void PutPlayerInServer(entity this)
522 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
524 PlayerState_attach(this);
525 accuracy_resend(this);
528 JoinBestTeam(this, true);
530 entity spot = SelectSpawnPoint(this, false);
532 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
533 return; // spawn failed
536 TRANSMUTE(Player, this);
538 CS(this).wasplayer = true;
539 this.iscreature = true;
540 this.teleportable = TELEPORT_NORMAL;
541 if(!this.damagedbycontents)
542 IL_PUSH(g_damagedbycontents, this);
543 this.damagedbycontents = true;
544 set_movetype(this, MOVETYPE_WALK);
545 this.solid = SOLID_SLIDEBOX;
546 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
547 if (autocvar_g_playerclip_collisions)
548 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
549 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
550 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
551 this.frags = FRAGS_PLAYER;
552 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
553 this.flags = FL_CLIENT | FL_PICKUPITEMS;
554 if (autocvar__notarget)
555 this.flags |= FL_NOTARGET;
556 this.takedamage = DAMAGE_AIM;
557 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
560 this.ammo_shells = warmup_start_ammo_shells;
561 this.ammo_nails = warmup_start_ammo_nails;
562 this.ammo_rockets = warmup_start_ammo_rockets;
563 this.ammo_cells = warmup_start_ammo_cells;
564 this.ammo_plasma = warmup_start_ammo_plasma;
565 this.ammo_fuel = warmup_start_ammo_fuel;
566 this.health = warmup_start_health;
567 this.armorvalue = warmup_start_armorvalue;
568 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
570 this.ammo_shells = start_ammo_shells;
571 this.ammo_nails = start_ammo_nails;
572 this.ammo_rockets = start_ammo_rockets;
573 this.ammo_cells = start_ammo_cells;
574 this.ammo_plasma = start_ammo_plasma;
575 this.ammo_fuel = start_ammo_fuel;
576 this.health = start_health;
577 this.armorvalue = start_armorvalue;
578 STAT(WEAPONS, this) = start_weapons;
579 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
581 GiveRandomWeapons(this, random_start_weapons_count,
582 autocvar_g_random_start_weapons, random_start_ammo);
585 SetSpectatee_status(this, 0);
587 PS(this).dual_weapons = '0 0 0';
589 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
591 this.items = start_items;
593 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
594 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
595 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
596 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
597 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
598 if (!sv_ready_restart_after_countdown && time < game_starttime)
600 float f = game_starttime - time;
601 this.spawnshieldtime += f;
602 this.pauserotarmor_finished += f;
603 this.pauserothealth_finished += f;
604 this.pauseregen_finished += f;
607 this.damageforcescale = 2;
609 this.respawn_flags = 0;
610 this.respawn_time = 0;
611 STAT(RESPAWN_TIME, this) = 0;
612 this.scale = autocvar_sv_player_scale;
615 this.pain_finished = 0;
617 setthink(this, func_null); // players have no think function
620 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
622 this.deadflag = DEAD_NO;
624 this.angles = spot.angles;
625 this.angles_z = 0; // never spawn tilted even if the spot says to
626 if (IS_BOT_CLIENT(this))
627 this.v_angle = this.angles;
628 this.fixangle = true; // turn this way immediately
629 this.oldvelocity = this.velocity = '0 0 0';
630 this.avelocity = '0 0 0';
631 this.punchangle = '0 0 0';
632 this.punchvector = '0 0 0';
634 this.strength_finished = 0;
635 this.invincible_finished = 0;
636 this.fire_endtime = -1;
637 STAT(REVIVE_PROGRESS, this) = 0;
638 this.revival_time = 0;
640 this.air_finished = time + 12;
641 this.waterlevel = WATERLEVEL_NONE;
642 this.watertype = CONTENT_EMPTY;
644 entity spawnevent = new_pure(spawnevent);
645 spawnevent.owner = this;
646 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
648 // Cut off any still running player sounds.
649 stopsound(this, CH_PLAYER_SINGLE);
652 FixPlayermodel(this);
653 this.drawonlytoclient = NULL;
657 for(int slot = 0; slot < MAX_AXH; ++slot)
659 entity axh = this.(AuxiliaryXhair[slot]);
660 this.(AuxiliaryXhair[slot]) = NULL;
662 if(axh.owner == this && axh != NULL && !wasfreed(axh))
666 this.spawnpoint_targ = NULL;
669 this.view_ofs = STAT(PL_VIEW_OFS, this);
670 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
671 this.spawnorigin = spot.origin;
672 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
673 // don't reset back to last position, even if new position is stuck in solid
674 this.oldorigin = this.origin;
676 IL_REMOVE(g_conveyed, this);
677 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
678 STAT(HUD, this) = HUD_NORMAL;
680 this.event_damage = PlayerDamage;
683 IL_PUSH(g_bot_targets, this);
684 this.bot_attack = true;
685 if(!this.monster_attack)
686 IL_PUSH(g_monster_targets, this);
687 this.monster_attack = true;
688 navigation_dynamicgoal_init(this, false);
690 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
692 // player was spectator
693 if (CS(this).killcount == FRAGS_SPECTATOR) {
694 PlayerScore_Clear(this);
695 CS(this).killcount = 0;
696 CS(this).startplaytime = time;
699 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
701 .entity weaponentity = weaponentities[slot];
702 entity oldwep = this.(weaponentity);
703 CL_SpawnWeaponentity(this, weaponentity);
704 if(oldwep && oldwep.owner == this)
705 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
707 this.alpha = default_player_alpha;
708 this.colormod = '1 1 1' * autocvar_g_player_brightness;
709 this.exteriorweaponentity.alpha = default_weapon_alpha;
711 this.speedrunning = false;
713 target_voicescript_clear(this);
715 // reset fields the weapons may use
716 FOREACH(Weapons, true, {
717 it.wr_resetplayer(it, this);
718 // reload all reloadable weapons
719 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
720 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
722 .entity weaponentity = weaponentities[slot];
723 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
729 string s = spot.target;
730 spot.target = string_null;
731 SUB_UseTargets(spot, this, NULL);
737 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
739 if (autocvar_spawn_debug)
741 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
742 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
745 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
747 .entity weaponentity = weaponentities[slot];
748 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
749 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
751 this.(weaponentity).m_switchweapon = WEP_Null;
752 this.(weaponentity).m_weapon = WEP_Null;
753 this.(weaponentity).weaponname = "";
754 this.(weaponentity).m_switchingweapon = WEP_Null;
755 this.(weaponentity).cnt = -1;
758 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
760 if (!warmup_stage && !this.alivetime)
761 this.alivetime = time;
763 antilag_clear(this, CS(this));
766 /** Called when a client spawns in the server */
767 void PutClientInServer(entity this)
769 if (IS_BOT_CLIENT(this)) {
770 TRANSMUTE(Player, this);
771 } else if (IS_REAL_CLIENT(this)) {
773 WriteByte(MSG_ONE, SVC_SETVIEW);
774 WriteEntity(MSG_ONE, this);
777 TRANSMUTE(Observer, this);
779 SetSpectatee(this, NULL);
783 PS(this).itemkeys = 0;
785 MUTATOR_CALLHOOK(PutClientInServer, this);
787 if (IS_OBSERVER(this)) {
788 PutObserverInServer(this);
789 } else if (IS_PLAYER(this)) {
790 PutPlayerInServer(this);
794 void ClientInit_misc(entity this);
796 // TODO do we need all these fields, or should we stop autodetecting runtime
797 // changes and just have a console command to update this?
798 bool ClientInit_SendEntity(entity this, entity to, int sf)
800 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
803 // MSG_INIT replacement
804 // TODO: make easier to use
806 W_PROP_reload(MSG_ONE, to);
807 ClientInit_misc(this);
808 MUTATOR_CALLHOOK(Ent_Init);
810 void ClientInit_misc(entity this)
812 int channel = MSG_ONE;
813 WriteHeader(channel, ENT_CLIENT_INIT);
814 WriteByte(channel, g_nexball_meter_period * 32);
815 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
816 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
817 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
818 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
819 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
820 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
821 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
822 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
824 if(sv_foginterval && world.fog != "")
825 WriteString(channel, world.fog);
827 WriteString(channel, "");
828 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
829 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
830 WriteByte(channel, serverflags);
831 WriteCoord(channel, autocvar_g_trueaim_minrange);
834 void ClientInit_CheckUpdate(entity this)
836 this.nextthink = time;
837 if(this.count != autocvar_g_balance_armor_blockpercent)
839 this.count = autocvar_g_balance_armor_blockpercent;
842 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
844 this.cnt = autocvar_g_balance_damagepush_speedfactor;
849 void ClientInit_Spawn()
851 entity e = new_pure(clientinit);
852 setthink(e, ClientInit_CheckUpdate);
853 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
855 ClientInit_CheckUpdate(e);
865 // initialize parms for a new player
866 parm1 = -(86400 * 366);
868 MUTATOR_CALLHOOK(SetNewParms);
876 void SetChangeParms (entity this)
878 // save parms for level change
879 parm1 = CS(this).parm_idlesince - time;
881 MUTATOR_CALLHOOK(SetChangeParms);
889 void DecodeLevelParms(entity this)
892 CS(this).parm_idlesince = parm1;
893 if (CS(this).parm_idlesince == -(86400 * 366))
894 CS(this).parm_idlesince = time;
896 // whatever happens, allow 60 seconds of idling directly after connect for map loading
897 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
899 MUTATOR_CALLHOOK(DecodeLevelParms);
906 Called when a client types 'kill' in the console
910 .float clientkill_nexttime;
911 void ClientKill_Now_TeamChange(entity this)
913 if(this.killindicator_teamchange == -1)
915 JoinBestTeam( this, true );
917 else if(this.killindicator_teamchange == -2)
920 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
921 PutObserverInServer(this);
924 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
925 this.killindicator_teamchange = 0;
928 void ClientKill_Now(entity this)
932 vehicles_exit(this.vehicle, VHEF_RELEASE);
933 if(!this.killindicator_teamchange)
935 this.vehicle_health = -1;
936 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
940 if(this.killindicator && !wasfreed(this.killindicator))
941 delete(this.killindicator);
943 this.killindicator = NULL;
945 if(this.killindicator_teamchange)
946 ClientKill_Now_TeamChange(this);
948 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
950 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
953 // now I am sure the player IS dead
955 void KillIndicator_Think(entity this)
959 this.owner.killindicator = NULL;
964 if (this.owner.alpha < 0 && !this.owner.vehicle)
966 this.owner.killindicator = NULL;
973 ClientKill_Now(this.owner);
976 else if(this.health == 1) // health == 1 means that it's silent
978 this.nextthink = time + 1;
984 setmodel(this, MDL_NUM(this.cnt));
985 if(IS_REAL_CLIENT(this.owner))
988 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
990 this.nextthink = time + 1;
995 float clientkilltime;
996 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1004 killtime = autocvar_g_balance_kill_delay;
1006 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1008 killtime = M_ARGV(1, float);
1010 this.killindicator_teamchange = targetteam;
1012 if(!this.killindicator)
1016 killtime = max(killtime, this.clientkill_nexttime - time);
1017 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1020 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1022 ClientKill_Now(this);
1026 starttime = max(time, clientkilltime);
1028 this.killindicator = spawn();
1029 this.killindicator.owner = this;
1030 this.killindicator.scale = 0.5;
1031 setattachment(this.killindicator, this, "");
1032 setorigin(this.killindicator, '0 0 52');
1033 setthink(this.killindicator, KillIndicator_Think);
1034 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1035 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1036 this.killindicator.cnt = ceil(killtime);
1037 this.killindicator.count = bound(0, ceil(killtime), 10);
1038 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1040 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1042 it.killindicator = spawn();
1043 it.killindicator.owner = it;
1044 it.killindicator.scale = 0.5;
1045 setattachment(it.killindicator, it, "");
1046 setorigin(it.killindicator, '0 0 52');
1047 setthink(it.killindicator, KillIndicator_Think);
1048 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1049 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1050 it.killindicator.cnt = ceil(killtime);
1055 if(this.killindicator)
1057 if(targetteam == 0) // just die
1059 this.killindicator.colormod = '0 0 0';
1060 if(IS_REAL_CLIENT(this))
1061 if(this.killindicator.cnt > 0)
1062 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1064 else if(targetteam == -1) // auto
1066 this.killindicator.colormod = '0 1 0';
1067 if(IS_REAL_CLIENT(this))
1068 if(this.killindicator.cnt > 0)
1069 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1071 else if(targetteam == -2) // spectate
1073 this.killindicator.colormod = '0.5 0.5 0.5';
1074 if(IS_REAL_CLIENT(this))
1075 if(this.killindicator.cnt > 0)
1076 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1080 this.killindicator.colormod = Team_ColorRGB(targetteam);
1081 if(IS_REAL_CLIENT(this))
1082 if(this.killindicator.cnt > 0)
1083 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1089 void ClientKill (entity this)
1091 if(game_stopped) return;
1092 if(this.player_blocked) return;
1093 if(STAT(FROZEN, this)) return;
1095 ClientKill_TeamChange(this, 0);
1098 void FixClientCvars(entity e)
1100 // send prediction settings to the client
1101 stuffcmd(e, "\nin_bindmap 0 0\n");
1102 if(autocvar_g_antilag == 3) // client side hitscan
1103 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1104 if(autocvar_sv_gentle)
1105 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1107 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1108 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1110 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1112 MUTATOR_CALLHOOK(FixClientCvars, e);
1115 bool findinlist_abbrev(string tofind, string list)
1117 if(list == "" || tofind == "")
1118 return false; // empty list or search, just return
1120 // this function allows abbreviated strings!
1121 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1129 bool PlayerInIPList(entity p, string iplist)
1131 // some safety checks (never allow local?)
1132 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1135 return findinlist_abbrev(p.netaddress, iplist);
1138 bool PlayerInIDList(entity p, string idlist)
1140 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1144 return findinlist_abbrev(p.crypto_idfp, idlist);
1147 bool PlayerInList(entity player, string list)
1149 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1152 #ifdef DP_EXT_PRECONNECT
1157 Called once (not at each match start) when a client begins a connection to the server
1160 void ClientPreConnect(entity this)
1162 if(autocvar_sv_eventlog)
1164 GameLogEcho(sprintf(":connect:%d:%d:%s",
1167 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1177 Called when a client connects to the server
1180 void ClientConnect(entity this)
1182 if (Ban_MaybeEnforceBanOnce(this)) return;
1183 assert(!IS_CLIENT(this), return);
1184 this.flags |= FL_CLIENT;
1185 assert(player_count >= 0, player_count = 0);
1188 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1190 TRANSMUTE(Client, this);
1191 CS(this).version_nagtime = time + 10 + random() * 10;
1193 // identify the right forced team
1194 if (autocvar_g_campaign)
1196 if (IS_REAL_CLIENT(this)) // only players, not bots
1198 switch (autocvar_g_campaign_forceteam)
1200 case 1: this.team_forced = NUM_TEAM_1; break;
1201 case 2: this.team_forced = NUM_TEAM_2; break;
1202 case 3: this.team_forced = NUM_TEAM_3; break;
1203 case 4: this.team_forced = NUM_TEAM_4; break;
1204 default: this.team_forced = 0;
1208 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1209 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1210 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1211 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1212 else switch (autocvar_g_forced_team_otherwise)
1214 default: this.team_forced = 0; break;
1215 case "red": this.team_forced = NUM_TEAM_1; break;
1216 case "blue": this.team_forced = NUM_TEAM_2; break;
1217 case "yellow": this.team_forced = NUM_TEAM_3; break;
1218 case "pink": this.team_forced = NUM_TEAM_4; break;
1221 this.team_forced = -1;
1224 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1226 int playerid_save = this.playerid;
1227 this.playerid = 0; // silent
1228 JoinBestTeam(this, false); // if the team number is valid, keep it
1229 this.playerid = playerid_save;
1231 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1232 TRANSMUTE(Observer, this);
1234 if (!teamplay || autocvar_g_balance_teams) {
1235 TRANSMUTE(Player, this);
1236 campaign_bots_may_start = true;
1238 TRANSMUTE(Observer, this); // do it anyway
1242 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1244 // always track bots, don't ask for cl_allow_uidtracking
1245 if (IS_BOT_CLIENT(this))
1246 PlayerStats_GameReport_AddPlayer(this);
1248 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1250 if (autocvar_sv_eventlog)
1251 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1253 LogTeamchange(this.playerid, this.team, 1);
1255 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1257 if(teamplay && IS_PLAYER(this))
1258 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1260 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1262 stuffcmd(this, clientstuff, "\n");
1263 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1265 FixClientCvars(this);
1267 // get version info from player
1268 stuffcmd(this, "cmd clientversion $gameversion\n");
1270 // notify about available teams
1273 CheckAllowedTeams(this);
1275 if (c1 >= 0) t |= BIT(0);
1276 if (c2 >= 0) t |= BIT(1);
1277 if (c3 >= 0) t |= BIT(2);
1278 if (c4 >= 0) t |= BIT(3);
1279 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1283 stuffcmd(this, "set _teams_available 0\n");
1286 bot_relinkplayerlist();
1288 CS(this).spectatortime = time;
1289 if (blockSpectators)
1291 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1294 CS(this).jointime = time;
1296 if (IS_REAL_CLIENT(this))
1298 if (g_weaponarena_weapons == WEPSET(TUBA))
1299 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1302 if (!sv_foginterval && world.fog != "")
1303 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1305 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1306 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1307 send_CSQC_teamnagger();
1309 CSQCMODEL_AUTOINIT(this);
1311 CS(this).model_randomizer = random();
1313 if (IS_REAL_CLIENT(this))
1314 sv_notice_join(this);
1316 // update physics stats (players can spawn before physics runs)
1317 Physics_UpdateStats(this);
1319 IL_EACH(g_initforplayer, it.init_for_player, {
1320 it.init_for_player(it, this);
1323 Handicap_Initialize(this);
1325 MUTATOR_CALLHOOK(ClientConnect, this);
1327 if (IS_REAL_CLIENT(this))
1329 if (!autocvar_g_campaign && !IS_PLAYER(this))
1331 CS(this).motd_actived_time = -1;
1332 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1340 Called when a client disconnects from the server
1343 .entity chatbubbleentity;
1345 void ClientDisconnect(entity this)
1347 assert(IS_CLIENT(this), return);
1349 PlayerStats_GameReport_FinalizePlayer(this);
1350 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1351 if (CS(this).active_minigame) part_minigame(this);
1352 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1354 if (autocvar_sv_eventlog)
1355 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1357 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1360 SetSpectatee(this, NULL);
1362 MUTATOR_CALLHOOK(ClientDisconnect, this);
1364 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1365 strfree(CS(this).weaponorder_byimpulse);
1366 ClientState_detach(this);
1368 Portal_ClearAll(this);
1372 RemoveGrapplingHooks(this);
1374 // Here, everything has been done that requires this player to be a client.
1376 this.flags &= ~FL_CLIENT;
1378 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1379 if (this.killindicator) delete(this.killindicator);
1381 WaypointSprite_PlayerGone(this);
1383 bot_relinkplayerlist();
1385 strfree(this.clientstatus);
1386 if (this.personal) delete(this.personal);
1390 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1395 void ChatBubbleThink(entity this)
1397 this.nextthink = time;
1398 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1400 if(this.owner) // but why can that ever be NULL?
1401 this.owner.chatbubbleentity = NULL;
1408 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1410 if ( CS(this.owner).active_minigame )
1411 this.mdl = "models/sprites/minigame_busy.iqm";
1412 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1413 this.mdl = "models/misc/chatbubble.spr";
1416 if ( this.model != this.mdl )
1417 _setmodel(this, this.mdl);
1421 void UpdateChatBubble(entity this)
1425 // spawn a chatbubble entity if needed
1426 if (!this.chatbubbleentity)
1428 this.chatbubbleentity = new(chatbubbleentity);
1429 this.chatbubbleentity.owner = this;
1430 this.chatbubbleentity.exteriormodeltoclient = this;
1431 setthink(this.chatbubbleentity, ChatBubbleThink);
1432 this.chatbubbleentity.nextthink = time;
1433 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1434 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1435 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1436 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1437 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1438 //this.chatbubbleentity.model = "";
1439 this.chatbubbleentity.effects = EF_LOWPRECISION;
1444 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1445 // added to the model skins
1446 /*void UpdateColorModHack()
1449 c = this.clientcolors & 15;
1450 // LordHavoc: only bothering to support white, green, red, yellow, blue
1451 if (!teamplay) this.colormod = '0 0 0';
1452 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1453 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1454 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1455 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1456 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1457 else this.colormod = '1 1 1';
1460 void respawn(entity this)
1462 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1464 this.solid = SOLID_NOT;
1465 this.takedamage = DAMAGE_NO;
1466 set_movetype(this, MOVETYPE_FLY);
1467 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1468 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1469 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1470 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1471 if(autocvar_g_respawn_ghosts_maxtime)
1472 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1477 this.effects |= EF_NODRAW; // prevent another CopyBody
1478 PutClientInServer(this);
1481 void play_countdown(entity this, float finished, Sound samp)
1484 if(IS_REAL_CLIENT(this))
1485 if(floor(finished - time - frametime) != floor(finished - time))
1486 if(finished - time < 6)
1487 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1490 void player_powerups(entity this)
1492 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1493 int items_prev = this.items;
1495 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1496 this.modelflags |= MF_ROCKET;
1498 this.modelflags &= ~MF_ROCKET;
1500 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1502 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1505 Fire_ApplyDamage(this);
1506 Fire_ApplyEffect(this);
1508 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1510 if (this.items & ITEM_Strength.m_itemid)
1512 play_countdown(this, this.strength_finished, SND_POWEROFF);
1513 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1514 if (time > this.strength_finished)
1516 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1517 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1518 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1523 if (time < this.strength_finished)
1525 this.items = this.items | ITEM_Strength.m_itemid;
1527 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1528 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1531 if (this.items & ITEM_Shield.m_itemid)
1533 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1534 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1535 if (time > this.invincible_finished)
1537 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1538 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1539 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1544 if (time < this.invincible_finished)
1546 this.items = this.items | ITEM_Shield.m_itemid;
1548 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1549 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1552 if (this.items & IT_SUPERWEAPON)
1554 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1556 this.superweapons_finished = 0;
1557 this.items = this.items - (this.items & IT_SUPERWEAPON);
1558 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1559 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1561 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1563 // don't let them run out
1567 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1568 if (time > this.superweapons_finished)
1570 this.items = this.items - (this.items & IT_SUPERWEAPON);
1571 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1572 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1573 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1577 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1579 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1581 this.items = this.items | IT_SUPERWEAPON;
1583 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1584 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1588 this.superweapons_finished = 0;
1589 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1594 this.superweapons_finished = 0;
1598 if(autocvar_g_nodepthtestplayers)
1599 this.effects = this.effects | EF_NODEPTHTEST;
1601 if(autocvar_g_fullbrightplayers)
1602 this.effects = this.effects | EF_FULLBRIGHT;
1604 if (time >= game_starttime)
1605 if (time < this.spawnshieldtime)
1606 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1608 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1611 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1613 if(current > stable)
1615 else if(current > stable - 0.25) // when close enough, "snap"
1618 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1621 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1623 if(current < stable)
1625 else if(current < stable + 0.25) // when close enough, "snap"
1628 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1631 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1633 if(current > rotstable)
1635 if(rotframetime > 0)
1637 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1638 current = max(rotstable, current - rotlinear * rotframetime);
1641 else if(current < regenstable)
1643 if(regenframetime > 0)
1645 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1646 current = min(regenstable, current + regenlinear * regenframetime);
1656 void player_regen(entity this)
1658 float max_mod, regen_mod, rot_mod, limit_mod;
1659 max_mod = regen_mod = rot_mod = limit_mod = 1;
1661 float regen_health = autocvar_g_balance_health_regen;
1662 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1663 float regen_health_rot = autocvar_g_balance_health_rot;
1664 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1665 float regen_health_stable = autocvar_g_balance_health_regenstable;
1666 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1667 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1668 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1669 max_mod = M_ARGV(1, float);
1670 regen_mod = M_ARGV(2, float);
1671 rot_mod = M_ARGV(3, float);
1672 limit_mod = M_ARGV(4, float);
1673 regen_health = M_ARGV(5, float);
1674 regen_health_linear = M_ARGV(6, float);
1675 regen_health_rot = M_ARGV(7, float);
1676 regen_health_rotlinear = M_ARGV(8, float);
1677 regen_health_stable = M_ARGV(9, float);
1678 regen_health_rotstable = M_ARGV(10, float);
1680 if(!mutator_returnvalue)
1681 if(!STAT(FROZEN, this))
1683 float mina, maxa, limith, limita;
1684 maxa = autocvar_g_balance_armor_rotstable;
1685 mina = autocvar_g_balance_armor_regenstable;
1686 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1687 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1689 regen_health_rotstable = regen_health_rotstable * max_mod;
1690 regen_health_stable = regen_health_stable * max_mod;
1691 limith = limith * limit_mod;
1692 limita = limita * limit_mod;
1694 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);
1695 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);
1698 // if player rotted to death... die!
1699 // check this outside above checks, as player may still be able to rot to death
1703 vehicles_exit(this.vehicle, VHEF_RELEASE);
1704 if(this.event_damage)
1705 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1708 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1710 float minf, maxf, limitf;
1712 maxf = autocvar_g_balance_fuel_rotstable;
1713 minf = autocvar_g_balance_fuel_regenstable;
1714 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1716 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);
1718 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1719 // TODO: Remove this hack when all code uses GivePlayerHealth and
1721 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1723 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1725 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1727 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1733 void SetZoomState(entity this, float newzoom)
1735 if(newzoom != CS(this).zoomstate)
1737 CS(this).zoomstate = newzoom;
1738 ClientData_Touch(this);
1740 zoomstate_set = true;
1743 void GetPressedKeys(entity this)
1745 MUTATOR_CALLHOOK(GetPressedKeys, this);
1746 int keys = STAT(PRESSED_KEYS, this);
1747 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1748 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1749 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1750 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1752 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1753 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1754 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1755 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1756 CS(this).pressedkeys = keys; // store for other users
1758 STAT(PRESSED_KEYS, this) = keys;
1762 ======================
1763 spectate mode routines
1764 ======================
1767 void SpectateCopy(entity this, entity spectatee)
1769 TC(Client, this); TC(Client, spectatee);
1771 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1772 PS(this) = PS(spectatee);
1773 this.armortype = spectatee.armortype;
1774 this.armorvalue = spectatee.armorvalue;
1775 this.ammo_cells = spectatee.ammo_cells;
1776 this.ammo_plasma = spectatee.ammo_plasma;
1777 this.ammo_shells = spectatee.ammo_shells;
1778 this.ammo_nails = spectatee.ammo_nails;
1779 this.ammo_rockets = spectatee.ammo_rockets;
1780 this.ammo_fuel = spectatee.ammo_fuel;
1781 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1782 this.health = spectatee.health;
1783 CS(this).impulse = 0;
1784 this.items = spectatee.items;
1785 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1786 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1787 this.strength_finished = spectatee.strength_finished;
1788 this.invincible_finished = spectatee.invincible_finished;
1789 this.superweapons_finished = spectatee.superweapons_finished;
1790 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1791 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1792 this.punchangle = spectatee.punchangle;
1793 this.view_ofs = spectatee.view_ofs;
1794 this.velocity = spectatee.velocity;
1795 this.dmg_take = spectatee.dmg_take;
1796 this.dmg_save = spectatee.dmg_save;
1797 this.dmg_inflictor = spectatee.dmg_inflictor;
1798 this.v_angle = spectatee.v_angle;
1799 this.angles = spectatee.v_angle;
1800 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1801 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1802 this.viewloc = spectatee.viewloc;
1803 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1804 this.fixangle = true;
1805 setorigin(this, spectatee.origin);
1806 setsize(this, spectatee.mins, spectatee.maxs);
1807 SetZoomState(this, CS(spectatee).zoomstate);
1809 anticheat_spectatecopy(this, spectatee);
1810 STAT(HUD, this) = STAT(HUD, spectatee);
1811 if(spectatee.vehicle)
1813 this.angles = spectatee.v_angle;
1815 //this.fixangle = false;
1816 //this.velocity = spectatee.vehicle.velocity;
1817 this.vehicle_health = spectatee.vehicle_health;
1818 this.vehicle_shield = spectatee.vehicle_shield;
1819 this.vehicle_energy = spectatee.vehicle_energy;
1820 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1821 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1822 this.vehicle_reload1 = spectatee.vehicle_reload1;
1823 this.vehicle_reload2 = spectatee.vehicle_reload2;
1825 //msg_entity = this;
1827 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1828 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1829 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1830 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1832 //WriteByte (MSG_ONE, SVC_SETVIEW);
1833 // WriteEntity(MSG_ONE, this);
1834 //makevectors(spectatee.v_angle);
1835 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1839 bool SpectateUpdate(entity this)
1844 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1846 SetSpectatee(this, NULL);
1850 SpectateCopy(this, this.enemy);
1855 bool SpectateSet(entity this)
1857 if(!IS_PLAYER(this.enemy))
1860 ClientData_Touch(this.enemy);
1863 WriteByte(MSG_ONE, SVC_SETVIEW);
1864 WriteEntity(MSG_ONE, this.enemy);
1865 set_movetype(this, MOVETYPE_NONE);
1866 accuracy_resend(this);
1868 if(!SpectateUpdate(this))
1869 PutObserverInServer(this);
1874 void SetSpectatee_status(entity this, int spectatee_num)
1876 int oldspectatee_status = CS(this).spectatee_status;
1877 CS(this).spectatee_status = spectatee_num;
1879 if (CS(this).spectatee_status != oldspectatee_status)
1881 ClientData_Touch(this);
1882 if (g_race || g_cts) race_InitSpectator();
1886 void SetSpectatee(entity this, entity spectatee)
1888 if(IS_BOT_CLIENT(this))
1889 return; // bots abuse .enemy, this code is useless to them
1891 entity old_spectatee = this.enemy;
1893 this.enemy = spectatee;
1896 // these are required to fix the spectator bug with arc
1899 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1901 .entity weaponentity = weaponentities[slot];
1902 if(old_spectatee.(weaponentity).arc_beam)
1903 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1908 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1910 .entity weaponentity = weaponentities[slot];
1911 if(this.enemy.(weaponentity).arc_beam)
1912 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1917 SetSpectatee_status(this, etof(this.enemy));
1919 // needed to update spectator list
1920 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1923 bool Spectate(entity this, entity pl)
1925 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1927 pl = M_ARGV(1, entity);
1929 SetSpectatee(this, pl);
1930 return SpectateSet(this);
1933 bool SpectateNext(entity this)
1935 entity ent = find(this.enemy, classname, STR_PLAYER);
1937 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1938 ent = M_ARGV(1, entity);
1940 ent = find(ent, classname, STR_PLAYER);
1942 if(ent) { SetSpectatee(this, ent); }
1944 return SpectateSet(this);
1947 bool SpectatePrev(entity this)
1949 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1950 entity ent = findchain(classname, STR_PLAYER);
1951 if (!ent) // no player
1955 // skip players until current spectated player
1957 while(ent && ent != this.enemy)
1960 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1962 case MUT_SPECPREV_FOUND:
1963 ent = M_ARGV(1, entity);
1965 case MUT_SPECPREV_RETURN:
1967 case MUT_SPECPREV_CONTINUE:
1978 SetSpectatee(this, ent);
1979 return SpectateSet(this);
1984 ShowRespawnCountdown()
1986 Update a respawn countdown display.
1989 void ShowRespawnCountdown(entity this)
1992 if(!IS_DEAD(this)) // just respawned?
1996 number = ceil(this.respawn_time - time);
1999 if(number <= this.respawn_countdown)
2001 this.respawn_countdown = number - 1;
2002 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
2003 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2008 .bool team_selected;
2009 bool ShowTeamSelection(entity this)
2011 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2013 stuffcmd(this, "menu_showteamselect\n");
2016 void Join(entity this)
2018 TRANSMUTE(Player, this);
2020 if(!this.team_selected)
2021 if(autocvar_g_campaign || autocvar_g_balance_teams)
2022 JoinBestTeam(this, true);
2024 if(autocvar_g_campaign)
2025 campaign_bots_may_start = true;
2027 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2029 PutClientInServer(this);
2032 if(teamplay && this.team != -1)
2033 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2035 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2036 this.team_selected = false;
2040 * Determines whether the player is allowed to join. This depends on cvar
2041 * g_maxplayers, if it isn't used this function always return true, otherwise
2042 * it checks whether the number of currently playing players exceeds g_maxplayers.
2043 * @return int number of free slots for players, 0 if none
2045 int nJoinAllowed(entity this, entity ignore)
2048 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2049 // so report 0 free slots if restricted
2051 if(autocvar_g_forced_team_otherwise == "spectate")
2053 if(autocvar_g_forced_team_otherwise == "spectator")
2057 if(this && this.team_forced < 0)
2058 return 0; // forced spectators can never join
2060 // TODO simplify this
2061 int totalClients = 0;
2062 int currentlyPlaying = 0;
2063 FOREACH_CLIENT(true, {
2066 if(IS_REAL_CLIENT(it))
2067 if(IS_PLAYER(it) || it.caplayer)
2071 float free_slots = 0;
2072 if (!autocvar_g_maxplayers)
2073 free_slots = maxclients - totalClients;
2074 else if(currentlyPlaying < autocvar_g_maxplayers)
2075 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2077 static float join_prevent_msg_time = 0;
2078 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2080 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2081 join_prevent_msg_time = time + 3;
2088 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2089 * g_maxplayers_spectator_blocktime seconds
2091 void checkSpectatorBlock(entity this)
2093 if(IS_SPEC(this) || IS_OBSERVER(this))
2095 if(IS_REAL_CLIENT(this))
2097 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2098 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2104 void PrintWelcomeMessage(entity this)
2106 if(CS(this).motd_actived_time == 0)
2108 if (autocvar_g_campaign) {
2109 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2110 CS(this).motd_actived_time = time;
2111 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2114 if (PHYS_INPUT_BUTTON_INFO(this)) {
2115 CS(this).motd_actived_time = time;
2116 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2120 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2122 if (autocvar_g_campaign) {
2123 if (PHYS_INPUT_BUTTON_INFO(this))
2124 CS(this).motd_actived_time = time;
2125 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2126 CS(this).motd_actived_time = 0;
2127 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2130 if (PHYS_INPUT_BUTTON_INFO(this))
2131 CS(this).motd_actived_time = time;
2132 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2133 CS(this).motd_actived_time = 0;
2134 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2138 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2140 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2141 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2142 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2144 // instanctly hide MOTD
2145 CS(this).motd_actived_time = 0;
2146 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2151 bool joinAllowed(entity this)
2153 if (CS(this).version_mismatch) return false;
2154 if (!nJoinAllowed(this, this)) return false;
2155 if (teamplay && lockteams) return false;
2156 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2157 if (ShowTeamSelection(this)) return false;
2162 .string shootfromfixedorigin;
2163 bool PlayerThink(entity this)
2165 if (game_stopped || intermission_running) {
2166 this.modelflags &= ~MF_ROCKET;
2167 if(intermission_running)
2168 IntermissionThink(this);
2172 if (timeout_status == TIMEOUT_ACTIVE) {
2173 // don't allow the player to turn around while game is paused
2174 // FIXME turn this into CSQC stuff
2175 this.v_angle = this.lastV_angle;
2176 this.angles = this.lastV_angle;
2177 this.fixangle = true;
2180 if (frametime) player_powerups(this);
2182 if (IS_DEAD(this)) {
2183 if (this.personal && g_race_qualifying) {
2184 if (time > this.respawn_time) {
2185 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2187 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2190 if (frametime) player_anim(this);
2192 if (this.respawn_flags & RESPAWN_DENY)
2194 STAT(RESPAWN_TIME, this) = 0;
2198 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));
2200 switch(this.deadflag)
2204 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2205 this.deadflag = DEAD_RESPAWNING;
2206 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2207 this.deadflag = DEAD_DEAD;
2213 this.deadflag = DEAD_RESPAWNABLE;
2214 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2215 this.deadflag = DEAD_RESPAWNING;
2218 case DEAD_RESPAWNABLE:
2220 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2221 this.deadflag = DEAD_RESPAWNING;
2224 case DEAD_RESPAWNING:
2226 if (time > this.respawn_time)
2228 this.respawn_time = time + 1; // only retry once a second
2229 this.respawn_time_max = this.respawn_time;
2236 ShowRespawnCountdown(this);
2238 if (this.respawn_flags & RESPAWN_SILENT)
2239 STAT(RESPAWN_TIME, this) = 0;
2240 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2242 if (time < this.respawn_time)
2243 STAT(RESPAWN_TIME, this) = this.respawn_time;
2244 else if (this.deadflag != DEAD_RESPAWNING)
2245 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2248 STAT(RESPAWN_TIME, this) = this.respawn_time;
2251 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2252 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2253 STAT(RESPAWN_TIME, this) *= -1;
2258 FixPlayermodel(this);
2260 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2261 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2262 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2265 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2268 this.items &= ~this.items_added;
2270 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2272 .entity weaponentity = weaponentities[slot];
2273 W_WeaponFrame(this, weaponentity);
2276 this.items_added = 0;
2277 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2278 this.items_added |= IT_FUEL;
2280 this.items |= this.items_added;
2285 // WEAPONTODO: Add a weapon request for this
2286 // rot vortex charge to the charge limit
2287 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2289 .entity weaponentity = weaponentities[slot];
2290 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2291 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2294 if (frametime) player_anim(this);
2297 secrets_setstatus(this);
2300 monsters_setstatus(this);
2302 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2307 .bool would_spectate;
2308 void ObserverThink(entity this)
2310 if ( CS(this).impulse )
2312 MinigameImpulse(this, CS(this).impulse);
2313 CS(this).impulse = 0;
2316 if (this.flags & FL_JUMPRELEASED) {
2317 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2318 this.flags &= ~FL_JUMPRELEASED;
2319 this.flags |= FL_SPAWNING;
2320 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2321 this.flags &= ~FL_JUMPRELEASED;
2322 if(SpectateNext(this)) {
2323 TRANSMUTE(Spectator, this);
2326 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2327 set_movetype(this, preferred_movetype);
2330 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2331 this.flags |= FL_JUMPRELEASED;
2332 if(this.flags & FL_SPAWNING)
2334 this.flags &= ~FL_SPAWNING;
2342 void SpectatorThink(entity this)
2344 if ( CS(this).impulse )
2346 if(MinigameImpulse(this, CS(this).impulse))
2347 CS(this).impulse = 0;
2349 if (CS(this).impulse == IMP_weapon_drop.impulse)
2351 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2352 CS(this).impulse = 0;
2357 if (this.flags & FL_JUMPRELEASED) {
2358 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2359 this.flags &= ~FL_JUMPRELEASED;
2360 this.flags |= FL_SPAWNING;
2361 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2362 this.flags &= ~FL_JUMPRELEASED;
2363 if(SpectateNext(this)) {
2364 TRANSMUTE(Spectator, this);
2366 TRANSMUTE(Observer, this);
2367 PutClientInServer(this);
2369 CS(this).impulse = 0;
2370 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2371 this.flags &= ~FL_JUMPRELEASED;
2372 if(SpectatePrev(this)) {
2373 TRANSMUTE(Spectator, this);
2375 TRANSMUTE(Observer, this);
2376 PutClientInServer(this);
2378 CS(this).impulse = 0;
2379 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2380 this.would_spectate = false;
2381 this.flags &= ~FL_JUMPRELEASED;
2382 TRANSMUTE(Observer, this);
2383 PutClientInServer(this);
2385 if(!SpectateUpdate(this))
2387 if(!SpectateNext(this))
2389 PutObserverInServer(this);
2390 this.would_spectate = true;
2395 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2396 this.flags |= FL_JUMPRELEASED;
2397 if(this.flags & FL_SPAWNING)
2399 this.flags &= ~FL_SPAWNING;
2404 if(!SpectateUpdate(this))
2405 PutObserverInServer(this);
2408 this.flags |= FL_CLIENT | FL_NOTARGET;
2411 void vehicles_enter (entity pl, entity veh);
2412 void PlayerUseKey(entity this)
2414 if (!IS_PLAYER(this))
2421 vehicles_exit(this.vehicle, VHEF_NORMAL);
2425 else if(autocvar_g_vehicles_enter)
2427 if(!STAT(FROZEN, this))
2431 entity head, closest_target = NULL;
2432 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2434 while(head) // find the closest acceptable target to enter
2436 if(IS_VEHICLE(head))
2438 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2439 if(head.takedamage != DAMAGE_NO)
2443 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2444 { closest_target = head; }
2446 else { closest_target = head; }
2452 if(closest_target) { vehicles_enter(this, closest_target); return; }
2456 // a use key was pressed; call handlers
2457 MUTATOR_CALLHOOK(PlayerUseKey, this);
2465 Called every frame for each client before the physics are run
2468 .float last_vehiclecheck;
2469 void PlayerPreThink (entity this)
2471 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2472 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2474 WarpZone_PlayerPhysics_FixVAngle(this);
2477 // physics frames: update anticheat stuff
2478 anticheat_prethink(this);
2481 if (blockSpectators && frametime) {
2482 // WORKAROUND: only use dropclient in server frames (frametime set).
2483 // Never use it in cl_movement frames (frametime zero).
2484 checkSpectatorBlock(this);
2487 zoomstate_set = false;
2489 // Check for nameless players
2490 if (this.netname == "" || this.netname != CS(this).netname_previous)
2492 bool assume_unchanged = (CS(this).netname_previous == "");
2493 if (isInvisibleString(this.netname))
2495 this.netname = strzone(sprintf("Player#%d", this.playerid));
2496 assume_unchanged = false;
2497 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2499 if (!assume_unchanged && autocvar_sv_eventlog)
2500 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2501 strcpy(CS(this).netname_previous, this.netname);
2505 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2506 CS(this).version_nagtime = 0;
2507 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2509 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2511 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2513 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2514 if (r < 0) { // old client
2515 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2516 } else if (r > 0) { // old server
2517 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2523 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2525 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2526 this.max_armorvalue = 0;
2531 if (STAT(FROZEN, this) == 2)
2533 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2534 this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2535 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2537 if (STAT(REVIVE_PROGRESS, this) >= 1)
2540 else if (STAT(FROZEN, this) == 3)
2542 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2543 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2545 if (this.health < 1)
2548 vehicles_exit(this.vehicle, VHEF_RELEASE);
2549 if(this.event_damage)
2550 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2552 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2557 MUTATOR_CALLHOOK(PlayerPreThink, this);
2559 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2560 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2562 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2564 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2565 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2567 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2571 if(!it.team || SAME_TEAM(this, it))
2572 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2573 else if(autocvar_g_vehicles_steal)
2574 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2578 this.last_vehiclecheck = time + 1;
2581 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2583 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2585 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2588 if (IS_REAL_CLIENT(this))
2589 PrintWelcomeMessage(this);
2591 if (IS_PLAYER(this)) {
2592 if(!PlayerThink(this))
2595 else if (game_stopped || intermission_running) {
2596 if(intermission_running)
2597 IntermissionThink(this);
2600 else if (IS_OBSERVER(this)) {
2601 ObserverThink(this);
2603 else if (IS_SPEC(this)) {
2604 SpectatorThink(this);
2607 // WEAPONTODO: Add weapon request for this
2608 if (!zoomstate_set) {
2609 bool wep_zoomed = false;
2610 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2612 .entity weaponentity = weaponentities[slot];
2613 Weapon thiswep = this.(weaponentity).m_weapon;
2614 if(thiswep != WEP_Null && thiswep.wr_zoom)
2615 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2617 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2620 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2622 CS(this).teamkill_soundtime = 0;
2624 entity e = CS(this).teamkill_soundsource;
2625 entity oldpusher = e.pusher;
2627 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2628 e.pusher = oldpusher;
2631 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2632 CS(this).taunt_soundtime = 0;
2633 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2636 target_voicescript_next(this);
2638 // WEAPONTODO: Move into weaponsystem somehow
2639 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2640 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2642 .entity weaponentity = weaponentities[slot];
2643 if(this.(weaponentity).m_weapon == WEP_Null)
2644 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2648 void DrownPlayer(entity this)
2650 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2653 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2655 if(this.air_finished < time)
2656 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2657 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2659 else if (this.air_finished < time)
2661 if (this.pain_finished < time)
2663 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, DMG_NOWEP, this.origin, '0 0 0');
2664 this.pain_finished = time + 0.5;
2669 .bool move_qcphysics;
2671 void Player_Physics(entity this)
2673 set_movetype(this, this.move_movetype);
2675 if(!this.move_qcphysics)
2678 if(!frametime && !CS(this).pm_frametime)
2681 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2683 CS(this).pm_frametime = 0;
2690 Called every frame for each client after the physics are run
2693 void PlayerPostThink (entity this)
2695 Player_Physics(this);
2698 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2699 if (IS_REAL_CLIENT(this))
2700 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2702 int totalClients = 0;
2703 if(sv_maxidle_slots > 0)
2705 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2711 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2712 { /* do nothing */ }
2713 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2715 if (CS(this).idlekick_lasttimeleft)
2717 CS(this).idlekick_lasttimeleft = 0;
2718 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2723 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2724 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2725 if (!CS(this).idlekick_lasttimeleft)
2726 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2728 if (timeleft <= 0) {
2729 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2733 else if (timeleft <= 10) {
2734 if (timeleft != CS(this).idlekick_lasttimeleft) {
2735 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2737 CS(this).idlekick_lasttimeleft = timeleft;
2746 this.solid = SOLID_NOT;
2747 this.takedamage = DAMAGE_NO;
2748 set_movetype(this, MOVETYPE_NONE);
2751 if (IS_PLAYER(this)) {
2752 if(this.death_time == time && IS_DEAD(this))
2754 // player's bbox gets resized now, instead of in the damage event that killed the player,
2755 // once all the damage events of this frame have been processed with normal size
2757 setsize(this, this.mins, this.maxs);
2760 UpdateChatBubble(this);
2761 if (CS(this).impulse) ImpulseCommands(this);
2764 CSQCMODEL_AUTOUPDATE(this);
2767 GetPressedKeys(this);
2770 if (this.waypointsprite_attachedforcarrier) {
2771 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2772 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2775 playerdemo_write(this);
2777 CSQCMODEL_AUTOUPDATE(this);
2780 // hack to copy the button fields from the client entity to the Client State
2781 void PM_UpdateButtons(entity this, entity store)
2784 store.impulse = this.impulse;
2787 bool typing = this.buttonchat;
2789 store.button0 = (typing) ? 0 : this.button0;
2791 store.button2 = (typing) ? 0 : this.button2;
2792 store.button3 = (typing) ? 0 : this.button3;
2793 store.button4 = this.button4;
2794 store.button5 = (typing) ? 0 : this.button5;
2795 store.button6 = this.button6;
2796 store.button7 = this.button7;
2797 store.button8 = this.button8;
2798 store.button9 = this.button9;
2799 store.button10 = this.button10;
2800 store.button11 = this.button11;
2801 store.button12 = this.button12;
2802 store.button13 = this.button13;
2803 store.button14 = this.button14;
2804 store.button15 = this.button15;
2805 store.button16 = this.button16;
2806 store.buttonuse = this.buttonuse;
2807 store.buttonchat = this.buttonchat;
2809 store.cursor_active = this.cursor_active;
2810 store.cursor_screen = this.cursor_screen;
2811 store.cursor_trace_start = this.cursor_trace_start;
2812 store.cursor_trace_endpos = this.cursor_trace_endpos;
2813 store.cursor_trace_ent = this.cursor_trace_ent;
2815 store.ping = this.ping;
2816 store.ping_packetloss = this.ping_packetloss;
2817 store.ping_movementloss = this.ping_movementloss;
2819 store.v_angle = this.v_angle;
2820 store.movement = (typing) ? '0 0 0' : this.movement;
2823 NET_HANDLE(fpsreport, bool)
2825 int fps = ReadShort();
2826 PlayerScore_Set(sender, SP_FPS, fps);