3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/status_effects/_mod.qh>
27 #include <common/mutators/mutator/waypoints/all.qh>
28 #include <common/net_linked.qh>
29 #include <common/net_notice.qh>
30 #include <common/notifications/all.qh>
31 #include <common/physics/player.qh>
32 #include <common/playerstats.qh>
33 #include <common/state.qh>
34 #include <common/stats.qh>
35 #include <common/vehicles/all.qh>
36 #include <common/vehicles/sv_vehicles.qh>
37 #include <common/viewloc.qh>
38 #include <common/weapons/_all.qh>
39 #include <common/weapons/weapon/vortex.qh>
40 #include <common/wepent.qh>
41 #include <lib/csqcmodel/sv_model.qh>
42 #include <lib/warpzone/common.qh>
43 #include <lib/warpzone/server.qh>
44 #include <server/anticheat.qh>
45 #include <server/antilag.qh>
46 #include <server/bot/api.qh>
47 #include <server/bot/default/cvars.qh>
48 #include <server/campaign.qh>
49 #include <server/chat.qh>
50 #include <server/cheats.qh>
51 #include <server/clientkill.qh>
52 #include <server/command/common.qh>
53 #include <server/command/common.qh>
54 #include <server/command/vote.qh>
55 #include <server/compat/quake3.qh>
56 #include <server/damage.qh>
57 #include <server/gamelog.qh>
58 #include <server/handicap.qh>
59 #include <server/hook.qh>
60 #include <server/impulse.qh>
61 #include <server/intermission.qh>
62 #include <server/ipban.qh>
63 #include <server/main.qh>
64 #include <server/mutators/_mod.qh>
65 #include <server/player.qh>
66 #include <server/portals.qh>
67 #include <server/race.qh>
68 #include <server/resources.qh>
69 #include <server/scores.qh>
70 #include <server/scores_rules.qh>
71 #include <server/spawnpoints.qh>
72 #include <server/teamplay.qh>
73 #include <server/weapons/accuracy.qh>
74 #include <server/weapons/common.qh>
75 #include <server/weapons/hitplot.qh>
76 #include <server/weapons/selection.qh>
77 #include <server/weapons/tracing.qh>
78 #include <server/weapons/weaponsystem.qh>
79 #include <server/world.qh>
81 STATIC_METHOD(Client, Add, void(Client this, int _team))
84 TRANSMUTE(Player, this);
87 PutClientInServer(this);
90 STATIC_METHOD(Client, Remove, void(Client this))
92 TRANSMUTE(Observer, this);
93 PutClientInServer(this);
94 ClientDisconnect(this);
97 void send_CSQC_teamnagger() {
98 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
101 int CountSpectators(entity player, entity to)
103 if(!player) { return 0; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
115 void WriteSpectators(entity player, entity to)
117 if(!player) { return; } // not sure how, but best to be safe
120 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 if(spec_count >= MAX_SPECTATORS)
124 WriteByte(MSG_ENTITY, num_for_edict(it));
129 bool ClientData_Send(entity this, entity to, int sf)
131 assert(to == this.owner, return false);
134 if (IS_SPEC(e)) e = e.enemy;
137 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
138 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
139 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
140 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
142 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
143 WriteByte(MSG_ENTITY, sf);
146 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
150 float specs = CountSpectators(e, to);
151 WriteByte(MSG_ENTITY, specs);
152 WriteSpectators(e, to);
158 void ClientData_Attach(entity this)
160 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
161 CS(this).clientdata.drawonlytoclient = this;
162 CS(this).clientdata.owner = this;
165 void ClientData_Detach(entity this)
167 delete(CS(this).clientdata);
168 CS(this).clientdata = NULL;
171 void ClientData_Touch(entity e)
173 entity cd = CS(e).clientdata;
174 if (cd) { cd.SendFlags = 1; }
176 // make it spectatable
177 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
179 entity cd = CS(it).clientdata;
180 if (cd) { cd.SendFlags = 1; }
189 Checks if the argument string can be a valid playermodel.
190 Returns a valid one in doubt.
193 string FallbackPlayerModel;
194 string CheckPlayerModel(string plyermodel) {
195 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
197 // note: we cannot summon Don Strunzone here, some player may
198 // still have the model string set. In case anyone manages how
199 // to change a cvar default, we'll have a small leak here.
200 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
202 // only in right path
203 if(substring(plyermodel, 0, 14) != "models/player/")
204 return FallbackPlayerModel;
205 // only good file extensions
206 if(substring(plyermodel, -4, 4) != ".iqm"
207 && substring(plyermodel, -4, 4) != ".zym"
208 && substring(plyermodel, -4, 4) != ".dpm"
209 && substring(plyermodel, -4, 4) != ".md3"
210 && substring(plyermodel, -4, 4) != ".psk")
212 return FallbackPlayerModel;
214 // forbid the LOD models
215 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
216 return FallbackPlayerModel;
217 if(plyermodel != strtolower(plyermodel))
218 return FallbackPlayerModel;
219 // also, restrict to server models
220 if(autocvar_sv_servermodelsonly)
222 if(!fexists(plyermodel))
223 return FallbackPlayerModel;
228 void setplayermodel(entity e, string modelname)
230 precache_model(modelname);
231 _setmodel(e, modelname);
232 player_setupanimsformodel(e);
233 if(!autocvar_g_debug_globalsounds)
234 UpdatePlayerSounds(e);
237 bool SpectateNext(entity this);
239 /** putting a client as observer in the server */
240 void PutObserverInServer(entity this, bool is_forced)
242 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
243 PlayerState_detach(this);
247 if(GetResource(this, RES_HEALTH) >= 1)
250 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
253 // was a player, recount votes and ready status
254 if(IS_REAL_CLIENT(this))
256 if (vote_called) { VoteCount(false); }
259 entcs_update_players(this);
262 entity spot = SelectSpawnPoint(this, true);
263 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
264 this.angles = vec2(spot.angles);
265 this.fixangle = true;
266 // offset it so that the spectator spawns higher off the ground, looks better this way
267 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
268 if (IS_REAL_CLIENT(this))
271 WriteByte(MSG_ONE, SVC_SETVIEW);
272 WriteEntity(MSG_ONE, this);
274 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
275 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
276 if(!autocvar_g_debug_globalsounds)
278 // needed for player sounds
280 FixPlayermodel(this);
282 setmodel(this, MDL_Null);
283 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
284 this.view_ofs = '0 0 0';
286 RemoveGrapplingHooks(this);
287 Portal_ClearAll(this);
288 Unfreeze(this, false);
289 SetSpectatee(this, NULL);
294 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
298 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
300 WaypointSprite_PlayerDead(this);
302 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
303 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
305 accuracy_resend(this);
307 CS(this).spectatortime = time;
309 IL_REMOVE(g_bot_targets, this);
310 this.bot_attack = false;
311 if(this.monster_attack)
312 IL_REMOVE(g_monster_targets, this);
313 this.monster_attack = false;
314 STAT(HUD, this) = HUD_NORMAL;
315 TRANSMUTE(Observer, this);
316 this.iscreature = false;
317 this.teleportable = TELEPORT_SIMPLE;
318 if(this.damagedbycontents)
319 IL_REMOVE(g_damagedbycontents, this);
320 this.damagedbycontents = false;
321 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
322 SetSpectatee_status(this, etof(this));
323 this.takedamage = DAMAGE_NO;
324 this.solid = SOLID_NOT;
325 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
326 this.flags = FL_CLIENT | FL_NOTARGET;
328 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
329 this.pauserotarmor_finished = 0;
330 this.pauserothealth_finished = 0;
331 this.pauseregen_finished = 0;
332 this.damageforcescale = 0;
334 this.respawn_flags = 0;
335 this.respawn_time = 0;
336 STAT(RESPAWN_TIME, this) = 0;
340 this.pain_finished = 0;
341 STAT(AIR_FINISHED, this) = 0;
342 //this.dphitcontentsmask = 0;
343 this.dphitcontentsmask = DPCONTENTS_SOLID;
344 if (autocvar_g_playerclip_collisions)
345 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
348 setthink(this, func_null);
350 this.deadflag = DEAD_NO;
352 STAT(REVIVE_PROGRESS, this) = 0;
353 this.revival_time = 0;
354 this.draggable = drag_undraggable;
357 STAT(WEAPONS, this) = '0 0 0';
358 this.drawonlytoclient = this;
362 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
364 this.weaponmodel = "";
365 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
367 this.weaponentities[slot] = NULL;
369 this.exteriorweaponentity = NULL;
370 CS(this).killcount = FRAGS_SPECTATOR;
371 this.velocity = '0 0 0';
372 this.avelocity = '0 0 0';
373 this.punchangle = '0 0 0';
374 this.punchvector = '0 0 0';
375 this.oldvelocity = this.velocity;
376 this.event_damage = func_null;
377 this.event_heal = func_null;
379 for(int slot = 0; slot < MAX_AXH; ++slot)
381 entity axh = this.(AuxiliaryXhair[slot]);
382 this.(AuxiliaryXhair[slot]) = NULL;
384 if(axh.owner == this && axh != NULL && !wasfreed(axh))
388 if (mutator_returnvalue)
390 // mutator prevents resetting teams+score
394 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
395 this.frags = FRAGS_SPECTATOR;
398 bot_relinkplayerlist();
400 if (CS(this).just_joined)
401 CS(this).just_joined = false;
403 // force members of alive squads to spectate another squadmate
404 if(IS_REAL_CLIENT(this) && IN_SQUAD(this) && !this.br_squad.br_squad_dead)
407 TRANSMUTE(Spectator, this);
411 int player_getspecies(entity this)
413 get_model_parameters(this.model, this.skin);
414 int s = get_model_parameters_species;
415 get_model_parameters(string_null, 0);
416 if (s < 0) return SPECIES_HUMAN;
420 .float model_randomizer;
421 void FixPlayermodel(entity player)
423 string defaultmodel = "";
425 if(autocvar_sv_defaultcharacter)
431 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
432 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
433 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
434 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
438 if(defaultmodel == "")
440 defaultmodel = autocvar_sv_defaultplayermodel;
441 defaultskin = autocvar_sv_defaultplayerskin;
444 int n = tokenize_console(defaultmodel);
447 defaultmodel = argv(floor(n * CS(player).model_randomizer));
448 // However, do NOT randomize if the player-selected model is in the list.
449 for (int i = 0; i < n; ++i)
450 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
451 defaultmodel = argv(i);
454 int i = strstrofs(defaultmodel, ":", 0);
457 defaultskin = stof(substring(defaultmodel, i+1, -1));
458 defaultmodel = substring(defaultmodel, 0, i);
461 if(autocvar_sv_defaultcharacterskin && !defaultskin)
467 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
468 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
469 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
470 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
475 defaultskin = autocvar_sv_defaultplayerskin;
478 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
479 defaultmodel = M_ARGV(0, string);
480 defaultskin = M_ARGV(1, int);
484 if(defaultmodel != "")
486 if (defaultmodel != player.model)
488 vector m1 = player.mins;
489 vector m2 = player.maxs;
490 setplayermodel (player, defaultmodel);
491 setsize (player, m1, m2);
495 oldskin = player.skin;
496 player.skin = defaultskin;
498 if (player.playermodel != player.model || player.playermodel == "")
500 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
501 vector m1 = player.mins;
502 vector m2 = player.maxs;
503 setplayermodel (player, player.playermodel);
504 setsize (player, m1, m2);
508 if(!autocvar_sv_defaultcharacterskin)
510 oldskin = player.skin;
511 player.skin = stof(player.playerskin);
515 oldskin = player.skin;
516 player.skin = defaultskin;
520 if(chmdl || oldskin != player.skin) // model or skin has changed
522 player.species = player_getspecies(player); // update species
523 if(!autocvar_g_debug_globalsounds)
524 UpdatePlayerSounds(player); // update skin sounds
528 if(strlen(autocvar_sv_defaultplayercolors))
529 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
530 setcolor(player, stof(autocvar_sv_defaultplayercolors));
533 void PutPlayerInServer(entity this)
535 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
537 PlayerState_attach(this);
538 accuracy_resend(this);
541 TeamBalance_JoinBestTeam(this);
543 entity spot = SelectSpawnPoint(this, false);
545 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
546 return; // spawn failed
549 TRANSMUTE(Player, this);
551 CS(this).wasplayer = true;
552 this.iscreature = true;
553 this.teleportable = TELEPORT_NORMAL;
554 if(!this.damagedbycontents)
555 IL_PUSH(g_damagedbycontents, this);
556 this.damagedbycontents = true;
557 set_movetype(this, MOVETYPE_WALK);
558 this.solid = SOLID_SLIDEBOX;
559 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
560 if (autocvar_g_playerclip_collisions)
561 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
562 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
563 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
564 this.frags = FRAGS_PLAYER;
565 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
566 this.flags = FL_CLIENT | FL_PICKUPITEMS;
567 if (autocvar__notarget)
568 this.flags |= FL_NOTARGET;
569 this.takedamage = DAMAGE_AIM;
570 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
573 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
574 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
575 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
576 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
577 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
578 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
579 SetResource(this, RES_HEALTH, warmup_start_health);
580 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
581 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
583 SetResource(this, RES_SHELLS, start_ammo_shells);
584 SetResource(this, RES_BULLETS, start_ammo_nails);
585 SetResource(this, RES_ROCKETS, start_ammo_rockets);
586 SetResource(this, RES_CELLS, start_ammo_cells);
587 SetResource(this, RES_PLASMA, start_ammo_plasma);
588 SetResource(this, RES_FUEL, start_ammo_fuel);
589 SetResource(this, RES_HEALTH, start_health);
590 SetResource(this, RES_ARMOR, start_armorvalue);
591 STAT(WEAPONS, this) = start_weapons;
592 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
594 GiveRandomWeapons(this, random_start_weapons_count,
595 autocvar_g_random_start_weapons, random_start_ammo);
598 SetSpectatee_status(this, 0);
600 PS(this).dual_weapons = '0 0 0';
602 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
603 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
605 this.items = start_items;
607 float shieldtime = time + autocvar_g_spawnshieldtime;
609 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
610 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
611 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
612 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
613 if (!sv_ready_restart_after_countdown && time < game_starttime)
615 float f = game_starttime - time;
617 this.pauserotarmor_finished += f;
618 this.pauserothealth_finished += f;
619 this.pauseregen_finished += f;
622 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
624 this.damageforcescale = autocvar_g_player_damageforcescale;
626 this.respawn_flags = 0;
627 this.respawn_time = 0;
628 STAT(RESPAWN_TIME, this) = 0;
629 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.9 : autocvar_sv_player_scale);
631 this.pain_finished = 0;
633 setthink(this, func_null); // players have no think function
636 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
638 this.deadflag = DEAD_NO;
640 this.angles = spot.angles;
641 this.angles_z = 0; // never spawn tilted even if the spot says to
642 if (IS_BOT_CLIENT(this))
644 this.v_angle = this.angles;
647 this.fixangle = true; // turn this way immediately
648 this.oldvelocity = this.velocity = '0 0 0';
649 this.avelocity = '0 0 0';
650 this.punchangle = '0 0 0';
651 this.punchvector = '0 0 0';
653 STAT(REVIVE_PROGRESS, this) = 0;
654 this.revival_time = 0;
656 STAT(AIR_FINISHED, this) = 0;
657 this.waterlevel = WATERLEVEL_NONE;
658 this.watertype = CONTENT_EMPTY;
660 if(STAT(DROP, this) != DROP_TRANSPORT)
662 entity spawnevent = new_pure(spawnevent);
663 spawnevent.owner = this;
664 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
667 // Cut off any still running player sounds.
668 stopsound(this, CH_PLAYER_SINGLE);
671 FixPlayermodel(this);
672 this.drawonlytoclient = NULL;
676 for(int slot = 0; slot < MAX_AXH; ++slot)
678 entity axh = this.(AuxiliaryXhair[slot]);
679 this.(AuxiliaryXhair[slot]) = NULL;
681 if(axh.owner == this && axh != NULL && !wasfreed(axh))
685 this.spawnpoint_targ = NULL;
688 this.view_ofs = STAT(PL_VIEW_OFS, this);
689 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
690 this.spawnorigin = spot.origin;
691 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
692 // don't reset back to last position, even if new position is stuck in solid
693 this.oldorigin = this.origin;
695 IL_REMOVE(g_conveyed, this);
696 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
698 IL_REMOVE(g_swamped, this);
699 this.swampslug = NULL;
700 this.swamp_interval = 0;
701 if(this.ladder_entity)
702 IL_REMOVE(g_ladderents, this);
703 this.ladder_entity = NULL;
704 IL_EACH(g_counters, it.realowner == this,
708 STAT(HUD, this) = HUD_NORMAL;
710 this.event_damage = PlayerDamage;
711 this.event_heal = PlayerHeal;
713 this.draggable = func_null;
716 IL_PUSH(g_bot_targets, this);
717 this.bot_attack = true;
718 if(!this.monster_attack)
719 IL_PUSH(g_monster_targets, this);
720 this.monster_attack = true;
721 navigation_dynamicgoal_init(this, false);
723 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
725 // player was spectator
726 if (CS(this).killcount == FRAGS_SPECTATOR) {
727 PlayerScore_Clear(this);
728 CS(this).killcount = 0;
729 CS(this).startplaytime = time;
732 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
734 .entity weaponentity = weaponentities[slot];
735 CL_SpawnWeaponentity(this, weaponentity);
737 this.alpha = default_player_alpha;
738 this.colormod = '1 1 1' * autocvar_g_player_brightness;
739 this.exteriorweaponentity.alpha = default_weapon_alpha;
741 this.speedrunning = false;
743 this.counter_cnt = 0;
744 this.fragsfilter_cnt = 0;
746 target_voicescript_clear(this);
748 // reset fields the weapons may use
749 FOREACH(Weapons, true, {
750 it.wr_resetplayer(it, this);
751 // reload all reloadable weapons
752 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
753 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
755 .entity weaponentity = weaponentities[slot];
756 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
761 Unfreeze(this, false);
763 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
766 string s = spot.target;
767 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
768 spot.target = string_null;
769 SUB_UseTargets(spot, this, NULL);
770 if(g_assault || g_race)
774 if (autocvar_spawn_debug)
776 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
777 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
780 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
782 .entity weaponentity = weaponentities[slot];
783 entity w_ent = this.(weaponentity);
784 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
785 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
787 w_ent.m_switchweapon = WEP_Null;
788 w_ent.m_weapon = WEP_Null;
789 w_ent.weaponname = "";
790 w_ent.m_switchingweapon = WEP_Null;
794 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
796 if (CS(this).impulse) ImpulseCommands(this);
798 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
799 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
801 .entity weaponentity = weaponentities[slot];
802 W_WeaponFrame(this, weaponentity);
805 if (!warmup_stage && !this.alivetime)
806 this.alivetime = time;
808 antilag_clear(this, CS(this));
811 /** Called when a client spawns in the server */
812 void PutClientInServer(entity this)
814 if (IS_BOT_CLIENT(this)) {
815 TRANSMUTE(Player, this);
816 } else if (IS_REAL_CLIENT(this)) {
818 WriteByte(MSG_ONE, SVC_SETVIEW);
819 WriteEntity(MSG_ONE, this);
822 TRANSMUTE(Observer, this);
824 SetSpectatee(this, NULL);
828 PS(this).itemkeys = 0;
830 MUTATOR_CALLHOOK(PutClientInServer, this);
832 if (IS_OBSERVER(this)) {
833 PutObserverInServer(this, false);
834 } else if (IS_PLAYER(this)) {
835 PutPlayerInServer(this);
838 bot_relinkplayerlist();
841 // TODO do we need all these fields, or should we stop autodetecting runtime
842 // changes and just have a console command to update this?
843 bool ClientInit_SendEntity(entity this, entity to, int sf)
845 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
848 // MSG_INIT replacement
849 // TODO: make easier to use
851 W_PROP_reload(MSG_ONE, to);
852 ClientInit_misc(this);
853 MUTATOR_CALLHOOK(Ent_Init);
855 void ClientInit_misc(entity this)
857 int channel = MSG_ONE;
858 WriteHeader(channel, ENT_CLIENT_INIT);
859 WriteByte(channel, g_nexball_meter_period * 32);
860 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
861 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
862 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
863 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
864 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
865 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
866 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
867 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
869 if(autocvar_sv_foginterval && world.fog != "")
870 WriteString(channel, world.fog);
872 WriteString(channel, "");
873 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
874 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
875 WriteByte(channel, serverflags);
876 WriteCoord(channel, autocvar_g_trueaim_minrange);
879 void ClientInit_CheckUpdate(entity this)
881 this.nextthink = time;
882 if(this.count != autocvar_g_balance_armor_blockpercent)
884 this.count = autocvar_g_balance_armor_blockpercent;
887 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
889 this.cnt = autocvar_g_balance_damagepush_speedfactor;
894 void ClientInit_Spawn()
896 entity e = new_pure(clientinit);
897 setthink(e, ClientInit_CheckUpdate);
898 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
900 ClientInit_CheckUpdate(e);
910 // initialize parms for a new player
911 parm1 = -(86400 * 366);
913 MUTATOR_CALLHOOK(SetNewParms);
921 void SetChangeParms (entity this)
923 // save parms for level change
924 parm1 = CS(this).parm_idlesince - time;
926 MUTATOR_CALLHOOK(SetChangeParms);
934 void DecodeLevelParms(entity this)
937 CS(this).parm_idlesince = parm1;
938 if (CS(this).parm_idlesince == -(86400 * 366))
939 CS(this).parm_idlesince = time;
941 // whatever happens, allow 60 seconds of idling directly after connect for map loading
942 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
944 MUTATOR_CALLHOOK(DecodeLevelParms);
947 void FixClientCvars(entity e)
949 // send prediction settings to the client
950 stuffcmd(e, "\nin_bindmap 0 0\n");
951 if(autocvar_g_antilag == 3) // client side hitscan
952 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
953 if(autocvar_sv_gentle)
954 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
956 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
957 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
959 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
961 MUTATOR_CALLHOOK(FixClientCvars, e);
964 bool findinlist_abbrev(string tofind, string list)
966 if(list == "" || tofind == "")
967 return false; // empty list or search, just return
969 // this function allows abbreviated strings!
970 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
978 bool PlayerInIPList(entity p, string iplist)
980 // some safety checks (never allow local?)
981 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
984 return findinlist_abbrev(p.netaddress, iplist);
987 bool PlayerInIDList(entity p, string idlist)
989 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
993 return findinlist_abbrev(p.crypto_idfp, idlist);
996 bool PlayerInList(entity player, string list)
998 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1001 #ifdef DP_EXT_PRECONNECT
1006 Called once (not at each match start) when a client begins a connection to the server
1009 void ClientPreConnect(entity this)
1011 if(autocvar_sv_eventlog)
1013 GameLogEcho(sprintf(":connect:%d:%d:%s",
1016 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1022 string GetClientVersionMessage(entity this)
1024 if (CS(this).version_mismatch) {
1025 if(CS(this).version < autocvar_gameversion) {
1026 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1027 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1029 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1030 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1033 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1037 string getwelcomemessage(entity this)
1039 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1040 string modifications = M_ARGV(0, string);
1044 if(g_weaponarena_random)
1045 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1047 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1049 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1050 modifications = strcat(modifications, ", No start weapons");
1051 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1052 modifications = strcat(modifications, ", Low gravity");
1053 if(g_weapon_stay && !g_cts)
1054 modifications = strcat(modifications, ", Weapons stay");
1055 if(autocvar_g_jetpack)
1056 modifications = strcat(modifications, ", Jet pack");
1057 modifications = substring(modifications, 2, strlen(modifications) - 2);
1059 string versionmessage = GetClientVersionMessage(this);
1060 string s = strcat(versionmessage, "^8\n^8\nserver is ^9", autocvar_hostname, "^8\n");
1062 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1064 if(modifications != "")
1065 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1067 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1069 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1070 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1073 if (cache_mutatormsg != "") {
1074 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1077 string mutator_msg = "";
1078 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1079 mutator_msg = M_ARGV(0, string);
1081 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1083 string motd = autocvar_sv_motd;
1085 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1094 Called when a client connects to the server
1097 void ClientConnect(entity this)
1099 if (Ban_MaybeEnforceBanOnce(this)) return;
1100 assert(!IS_CLIENT(this), return);
1101 this.flags |= FL_CLIENT;
1102 assert(player_count >= 0, player_count = 0);
1104 TRANSMUTE(Client, this);
1105 CS(this).version_nagtime = time + 10 + random() * 10;
1107 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1109 bot_clientconnect(this);
1111 Player_DetermineForcedTeam(this);
1113 TRANSMUTE(Observer, this);
1115 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1117 // always track bots, don't ask for cl_allow_uidtracking
1118 if (IS_BOT_CLIENT(this))
1119 PlayerStats_GameReport_AddPlayer(this);
1121 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1123 if (autocvar_sv_eventlog)
1124 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1126 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1128 stuffcmd(this, clientstuff, "\n");
1129 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1131 FixClientCvars(this);
1133 // get version info from player
1134 stuffcmd(this, "cmd clientversion $gameversion\n");
1136 // notify about available teams
1139 entity balance = TeamBalance_CheckAllowedTeams(this);
1140 int t = TeamBalance_GetAllowedTeams(balance);
1141 TeamBalance_Destroy(balance);
1142 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1146 stuffcmd(this, "set _teams_available 0\n");
1149 bot_relinkplayerlist();
1151 CS(this).spectatortime = time;
1152 if (blockSpectators)
1154 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1157 CS(this).jointime = time;
1159 if (IS_REAL_CLIENT(this))
1161 if (g_weaponarena_weapons == WEPSET(TUBA))
1162 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1165 if (!autocvar_sv_foginterval && world.fog != "")
1166 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1168 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1169 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1170 send_CSQC_teamnagger();
1172 CSQCMODEL_AUTOINIT(this);
1174 CS(this).model_randomizer = random();
1176 if (IS_REAL_CLIENT(this))
1177 sv_notice_join(this);
1179 this.move_qcphysics = autocvar_sv_qcphysics;
1181 // update physics stats (players can spawn before physics runs)
1182 Physics_UpdateStats(this);
1184 IL_EACH(g_initforplayer, it.init_for_player, {
1185 it.init_for_player(it, this);
1188 Handicap_Initialize(this);
1190 MUTATOR_CALLHOOK(ClientConnect, this);
1192 if (IS_REAL_CLIENT(this))
1194 if (!autocvar_g_campaign && !IS_PLAYER(this))
1196 CS(this).motd_actived_time = -1;
1197 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1205 Called when a client disconnects from the server
1208 .entity chatbubbleentity;
1209 void player_powerups_remove_all(entity this);
1211 void ClientDisconnect(entity this)
1213 assert(IS_CLIENT(this), return);
1215 PlayerStats_GameReport_FinalizePlayer(this);
1216 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1217 if (CS(this).active_minigame) part_minigame(this);
1218 if (IS_PLAYER(this) && (STAT(DROP, this) != DROP_TRANSPORT)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1220 if (autocvar_sv_eventlog)
1221 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1223 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1226 SetSpectatee(this, NULL);
1228 MUTATOR_CALLHOOK(ClientDisconnect, this);
1230 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1231 strfree(CS_CVAR(this).weaponorder_byimpulse);
1232 ClientState_detach(this);
1234 Portal_ClearAll(this);
1236 Unfreeze(this, false);
1238 RemoveGrapplingHooks(this);
1240 // Here, everything has been done that requires this player to be a client.
1242 this.flags &= ~FL_CLIENT;
1244 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1245 if (this.killindicator) delete(this.killindicator);
1247 IL_EACH(g_counters, it.realowner == this,
1252 WaypointSprite_PlayerGone(this);
1254 bot_relinkplayerlist();
1256 strfree(this.clientstatus);
1257 if (this.personal) delete(this.personal);
1261 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1263 player_powerups_remove_all(this); // stop powerup sound
1268 void ChatBubbleThink(entity this)
1270 this.nextthink = time;
1271 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1273 if(this.owner) // but why can that ever be NULL?
1274 this.owner.chatbubbleentity = NULL;
1281 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1283 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1284 this.mdl = "models/sprites/minigame_busy.iqm";
1285 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1286 this.mdl = "models/misc/chatbubble.spr";
1289 if ( this.model != this.mdl )
1290 _setmodel(this, this.mdl);
1294 void UpdateChatBubble(entity this)
1298 // spawn a chatbubble entity if needed
1299 if (!this.chatbubbleentity)
1301 this.chatbubbleentity = new(chatbubbleentity);
1302 this.chatbubbleentity.owner = this;
1303 this.chatbubbleentity.exteriormodeltoclient = this;
1304 setthink(this.chatbubbleentity, ChatBubbleThink);
1305 this.chatbubbleentity.nextthink = time;
1306 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1307 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1308 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1309 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1310 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1311 //this.chatbubbleentity.model = "";
1312 this.chatbubbleentity.effects = EF_LOWPRECISION;
1316 void calculate_player_respawn_time(entity this)
1318 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1321 float gametype_setting_tmp;
1322 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1323 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1324 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1325 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1326 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1327 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1329 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1332 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1333 if(it.team == this.team)
1336 if (sdelay_small_count == 0)
1337 sdelay_small_count = 1;
1338 if (sdelay_large_count == 0)
1339 sdelay_large_count = 1;
1343 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1346 if (sdelay_small_count == 0)
1348 if (IS_INDEPENDENT_PLAYER(this))
1350 // Players play independently. No point in requiring enemies.
1351 sdelay_small_count = 1;
1355 // Players play AGAINST each other. Enemies required.
1356 sdelay_small_count = 2;
1359 if (sdelay_large_count == 0)
1361 if (IS_INDEPENDENT_PLAYER(this))
1363 // Players play independently. No point in requiring enemies.
1364 sdelay_large_count = 1;
1368 // Players play AGAINST each other. Enemies required.
1369 sdelay_large_count = 2;
1376 if (pcount <= sdelay_small_count)
1377 sdelay = sdelay_small;
1378 else if (pcount >= sdelay_large_count)
1379 sdelay = sdelay_large;
1380 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1381 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1384 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1386 this.respawn_time = time + sdelay;
1388 if(sdelay < sdelay_max)
1389 this.respawn_time_max = time + sdelay_max;
1391 this.respawn_time_max = this.respawn_time;
1393 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1394 this.respawn_countdown = 10; // first number to count down from is 10
1396 this.respawn_countdown = -1; // do not count down
1398 if(autocvar_g_forced_respawn)
1399 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1402 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1403 // added to the model skins
1404 /*void UpdateColorModHack()
1407 c = this.clientcolors & 15;
1408 // LordHavoc: only bothering to support white, green, red, yellow, blue
1409 if (!teamplay) this.colormod = '0 0 0';
1410 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1411 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1412 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1413 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1414 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1415 else this.colormod = '1 1 1';
1418 void respawn(entity this)
1420 bool damagedbycontents_prev = this.damagedbycontents;
1423 if(autocvar_g_respawn_ghosts)
1425 this.solid = SOLID_NOT;
1426 this.takedamage = DAMAGE_NO;
1427 this.damagedbycontents = false;
1428 set_movetype(this, MOVETYPE_FLY);
1429 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1430 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1431 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1432 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1433 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1434 if(autocvar_g_respawn_ghosts_time > 0)
1435 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1438 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1442 this.damagedbycontents = damagedbycontents_prev;
1444 this.effects |= EF_NODRAW; // prevent another CopyBody
1445 PutClientInServer(this);
1448 void play_countdown(entity this, float finished, Sound samp)
1451 if(IS_REAL_CLIENT(this))
1452 if(floor(finished - time - frametime) != floor(finished - time))
1453 if(finished - time < 6)
1454 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1457 void player_powerups_remove_all(entity this)
1459 if (this.items & IT_SUPERWEAPON)
1461 // don't play the poweroff sound when the game restarts or the player disconnects
1462 if (time > game_starttime + 1 && IS_CLIENT(this))
1463 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1464 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1465 this.items -= (this.items & IT_SUPERWEAPON);
1469 void player_powerups(entity this)
1471 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1472 this.modelflags |= MF_ROCKET;
1474 this.modelflags &= ~MF_ROCKET;
1476 this.effects &= ~EF_NODEPTHTEST;
1479 player_powerups_remove_all(this);
1481 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1484 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1485 int items_prev = this.items;
1487 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1489 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1490 if (this.items & IT_SUPERWEAPON)
1492 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1494 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1495 this.items = this.items - (this.items & IT_SUPERWEAPON);
1496 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1497 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1499 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1501 // don't let them run out
1505 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1506 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1508 this.items = this.items - (this.items & IT_SUPERWEAPON);
1509 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1510 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1511 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1515 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1517 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1519 this.items = this.items | IT_SUPERWEAPON;
1520 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1523 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1524 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1529 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1530 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1531 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1534 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1536 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1540 if(autocvar_g_nodepthtestplayers)
1541 this.effects = this.effects | EF_NODEPTHTEST;
1543 if(autocvar_g_fullbrightplayers)
1544 this.effects = this.effects | EF_FULLBRIGHT;
1546 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1549 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1551 if(current > stable)
1553 else if(current > stable - 0.25) // when close enough, "snap"
1556 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1559 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1561 if(current < stable)
1563 else if(current < stable + 0.25) // when close enough, "snap"
1566 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1569 void RotRegen(entity this, int res, float limit_mod,
1570 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1571 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1573 float old = GetResource(this, res);
1574 float current = old;
1575 if(current > rotstable)
1577 if(rotframetime > 0)
1579 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1580 current = max(rotstable, current - rotlinear * rotframetime);
1583 else if(current < regenstable)
1585 if(regenframetime > 0)
1587 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1588 current = min(regenstable, current + regenlinear * regenframetime);
1592 float limit = GetResourceLimit(this, res) * limit_mod;
1597 SetResource(this, res, current);
1600 void player_regen(entity this)
1602 float max_mod, regen_mod, rot_mod, limit_mod;
1603 max_mod = regen_mod = rot_mod = limit_mod = 1;
1605 float regen_health = autocvar_g_balance_health_regen;
1606 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1607 float regen_health_rot = autocvar_g_balance_health_rot;
1608 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1609 float regen_health_stable = autocvar_g_balance_health_regenstable;
1610 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1611 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1612 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1613 max_mod = M_ARGV(1, float);
1614 regen_mod = M_ARGV(2, float);
1615 rot_mod = M_ARGV(3, float);
1616 limit_mod = M_ARGV(4, float);
1617 regen_health = M_ARGV(5, float);
1618 regen_health_linear = M_ARGV(6, float);
1619 regen_health_rot = M_ARGV(7, float);
1620 regen_health_rotlinear = M_ARGV(8, float);
1621 regen_health_stable = M_ARGV(9, float);
1622 regen_health_rotstable = M_ARGV(10, float);
1624 float rotstable, regenstable, rotframetime, regenframetime;
1626 if(!mutator_returnvalue)
1627 if(!STAT(FROZEN, this))
1629 regenstable = autocvar_g_balance_armor_regenstable;
1630 rotstable = autocvar_g_balance_armor_rotstable;
1631 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1632 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1633 RotRegen(this, RES_ARMOR, limit_mod,
1634 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1635 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1637 // NOTE: max_mod is only applied to health
1638 regenstable = regen_health_stable * max_mod;
1639 rotstable = regen_health_rotstable * max_mod;
1640 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1641 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1642 RotRegen(this, RES_HEALTH, limit_mod,
1643 regenstable, regen_health, regen_health_linear, regenframetime,
1644 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1647 // if player rotted to death... die!
1648 // check this outside above checks, as player may still be able to rot to death
1649 if(GetResource(this, RES_HEALTH) < 1)
1652 vehicles_exit(this.vehicle, VHEF_RELEASE);
1653 if(this.event_damage)
1654 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1657 if (!(this.items & IT_UNLIMITED_AMMO))
1659 regenstable = autocvar_g_balance_fuel_regenstable;
1660 rotstable = autocvar_g_balance_fuel_rotstable;
1661 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1662 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1663 RotRegen(this, RES_FUEL, 1,
1664 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1665 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1670 void SetZoomState(entity this, float newzoom)
1672 if(newzoom != CS(this).zoomstate)
1674 CS(this).zoomstate = newzoom;
1675 ClientData_Touch(this);
1677 zoomstate_set = true;
1680 void GetPressedKeys(entity this)
1682 MUTATOR_CALLHOOK(GetPressedKeys, this);
1685 CS(this).pressedkeys = 0;
1686 STAT(PRESSED_KEYS, this) = 0;
1690 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1691 int keys = STAT(PRESSED_KEYS, this);
1692 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1693 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1694 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1695 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1697 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1698 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1699 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1700 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1701 CS(this).pressedkeys = keys; // store for other users
1703 STAT(PRESSED_KEYS, this) = keys;
1707 ======================
1708 spectate mode routines
1709 ======================
1712 void SpectateCopy(entity this, entity spectatee)
1714 TC(Client, this); TC(Client, spectatee);
1716 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1717 PS(this) = PS(spectatee);
1718 this.armortype = spectatee.armortype;
1719 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1720 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1721 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1722 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1723 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1724 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1725 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1726 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1727 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1728 CS(this).impulse = 0;
1729 this.disableclientprediction = 1; // no need to run prediction on a spectator
1730 this.items = spectatee.items;
1731 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1732 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1733 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1734 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1735 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1736 this.punchangle = spectatee.punchangle;
1737 this.view_ofs = spectatee.view_ofs;
1738 this.velocity = spectatee.velocity;
1739 this.dmg_take = spectatee.dmg_take;
1740 this.dmg_save = spectatee.dmg_save;
1741 this.dmg_inflictor = spectatee.dmg_inflictor;
1742 this.v_angle = spectatee.v_angle;
1743 this.angles = spectatee.v_angle;
1744 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1745 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1746 this.viewloc = spectatee.viewloc;
1747 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1748 this.fixangle = true;
1749 setorigin(this, spectatee.origin);
1750 setsize(this, spectatee.mins, spectatee.maxs);
1751 SetZoomState(this, CS(spectatee).zoomstate);
1753 anticheat_spectatecopy(this, spectatee);
1754 STAT(HUD, this) = STAT(HUD, spectatee);
1755 if(spectatee.vehicle)
1757 this.angles = spectatee.v_angle;
1759 //this.fixangle = false;
1760 //this.velocity = spectatee.vehicle.velocity;
1761 this.vehicle_health = spectatee.vehicle_health;
1762 this.vehicle_shield = spectatee.vehicle_shield;
1763 this.vehicle_energy = spectatee.vehicle_energy;
1764 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1765 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1766 this.vehicle_reload1 = spectatee.vehicle_reload1;
1767 this.vehicle_reload2 = spectatee.vehicle_reload2;
1769 //msg_entity = this;
1771 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1772 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1773 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1774 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1776 //WriteByte (MSG_ONE, SVC_SETVIEW);
1777 // WriteEntity(MSG_ONE, this);
1778 //makevectors(spectatee.v_angle);
1779 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1783 bool SpectateUpdate(entity this)
1788 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1790 SetSpectatee(this, NULL);
1794 SpectateCopy(this, this.enemy);
1799 bool SpectateSet(entity this)
1801 if(!IS_PLAYER(this.enemy))
1804 ClientData_Touch(this.enemy);
1807 WriteByte(MSG_ONE, SVC_SETVIEW);
1808 WriteEntity(MSG_ONE, this.enemy);
1809 set_movetype(this, MOVETYPE_NONE);
1810 accuracy_resend(this);
1812 if(!SpectateUpdate(this))
1813 PutObserverInServer(this, false);
1818 void SetSpectatee_status(entity this, int spectatee_num)
1820 int oldspectatee_status = CS(this).spectatee_status;
1821 CS(this).spectatee_status = spectatee_num;
1823 if (CS(this).spectatee_status != oldspectatee_status)
1825 if (STAT(PRESSED_KEYS, this))
1827 CS(this).pressedkeys = 0;
1828 STAT(PRESSED_KEYS, this) = 0;
1830 ClientData_Touch(this);
1831 if (g_race || g_cts) race_InitSpectator();
1835 void SetSpectatee(entity this, entity spectatee)
1837 if(IS_BOT_CLIENT(this))
1838 return; // bots abuse .enemy, this code is useless to them
1840 entity old_spectatee = this.enemy;
1842 this.enemy = spectatee;
1845 // these are required to fix the spectator bug with arc
1848 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1850 .entity weaponentity = weaponentities[slot];
1851 if(old_spectatee.(weaponentity).arc_beam)
1852 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1857 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1859 .entity weaponentity = weaponentities[slot];
1860 if(this.enemy.(weaponentity).arc_beam)
1861 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1866 SetSpectatee_status(this, etof(this.enemy));
1868 // needed to update spectator list
1869 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1872 bool Spectate(entity this, entity pl)
1874 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1876 pl = M_ARGV(1, entity);
1878 SetSpectatee(this, pl);
1879 return SpectateSet(this);
1882 bool SpectateNext(entity this)
1884 entity ent = find(this.enemy, classname, STR_PLAYER);
1886 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1887 ent = M_ARGV(1, entity);
1889 ent = find(ent, classname, STR_PLAYER);
1891 if(ent) { SetSpectatee(this, ent); }
1893 return SpectateSet(this);
1896 bool SpectatePrev(entity this)
1898 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1899 entity ent = findchain(classname, STR_PLAYER);
1900 if (!ent) // no player
1904 // skip players until current spectated player
1906 while(ent && ent != this.enemy)
1909 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1911 case MUT_SPECPREV_FOUND:
1912 ent = M_ARGV(1, entity);
1914 case MUT_SPECPREV_RETURN:
1916 case MUT_SPECPREV_CONTINUE:
1927 SetSpectatee(this, ent);
1928 return SpectateSet(this);
1933 ShowRespawnCountdown()
1935 Update a respawn countdown display.
1938 void ShowRespawnCountdown(entity this)
1941 if(!IS_DEAD(this)) // just respawned?
1945 number = ceil(this.respawn_time - time);
1948 if(number <= this.respawn_countdown)
1950 this.respawn_countdown = number - 1;
1951 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
1952 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1957 .bool team_selected;
1958 bool ShowTeamSelection(entity this)
1960 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1962 stuffcmd(this, "menu_showteamselect\n");
1965 void Join(entity this)
1967 TRANSMUTE(Player, this);
1969 if(!this.team_selected)
1970 if(autocvar_g_campaign || autocvar_g_balance_teams)
1971 TeamBalance_JoinBestTeam(this);
1973 if(autocvar_g_campaign)
1974 campaign_bots_may_start = true;
1976 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1978 PutClientInServer(this);
1981 if(teamplay && this.team != -1)
1985 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
1986 this.team_selected = false;
1989 int GetPlayerLimit()
1992 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
1993 int player_limit = autocvar_g_maxplayers;
1994 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
1995 player_limit = M_ARGV(0, int);
1996 return player_limit;
2000 * Determines whether the player is allowed to join. This depends on cvar
2001 * g_maxplayers, if it isn't used this function always return true, otherwise
2002 * it checks whether the number of currently playing players exceeds g_maxplayers.
2003 * @return int number of free slots for players, 0 if none
2005 int nJoinAllowed(entity this, entity ignore)
2008 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2009 // so report 0 free slots if restricted
2011 if(autocvar_g_forced_team_otherwise == "spectate")
2013 if(autocvar_g_forced_team_otherwise == "spectator")
2017 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2018 return 0; // forced spectators can never join
2020 // TODO simplify this
2021 int totalClients = 0;
2022 int currentlyPlaying = 0;
2023 FOREACH_CLIENT(true, {
2026 if(IS_REAL_CLIENT(it))
2027 if(IS_PLAYER(it) || it.caplayer)
2031 int player_limit = GetPlayerLimit();
2035 free_slots = maxclients - totalClients;
2036 else if(player_limit > 0 && currentlyPlaying < player_limit)
2037 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2039 static float msg_time = 0;
2040 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2042 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2043 msg_time = time + 0.5;
2049 void PrintWelcomeMessage(entity this)
2051 if(CS(this).motd_actived_time == 0)
2053 if (autocvar_g_campaign) {
2054 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2055 CS(this).motd_actived_time = time;
2056 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2059 if (PHYS_INPUT_BUTTON_INFO(this)) {
2060 CS(this).motd_actived_time = time;
2061 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2065 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2067 if (autocvar_g_campaign) {
2068 if (PHYS_INPUT_BUTTON_INFO(this))
2069 CS(this).motd_actived_time = time;
2070 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2071 CS(this).motd_actived_time = 0;
2072 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2075 if (PHYS_INPUT_BUTTON_INFO(this))
2076 CS(this).motd_actived_time = time;
2077 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2078 CS(this).motd_actived_time = 0;
2079 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2083 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2085 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2086 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2087 else if (CS(this).motd_actived_time == -2)
2089 // instantly hide MOTD
2090 CS(this).motd_actived_time = 0;
2091 if (autocvar_g_campaign)
2092 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2094 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2096 else if (IS_PLAYER(this) || IS_SPEC(this))
2098 // FIXME occasionally for some reason MOTD never goes away
2099 // delay MOTD removal a little bit in the hope it fixes this bug
2100 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2101 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2102 else //if (CS(this).motd_actived_time < -2)
2103 CS(this).motd_actived_time++;
2108 bool joinAllowed(entity this)
2110 if (CS(this).version_mismatch) return false;
2111 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2112 if (!nJoinAllowed(this, this)) return false;
2113 if (teamplay && lockteams) return false;
2114 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2115 if (ShowTeamSelection(this)) return false;
2119 .string shootfromfixedorigin;
2120 .bool dualwielding_prev;
2121 bool PlayerThink(entity this)
2123 if (game_stopped || intermission_running) {
2124 this.modelflags &= ~MF_ROCKET;
2125 if(intermission_running)
2126 IntermissionThink(this);
2130 if (timeout_status == TIMEOUT_ACTIVE) {
2131 // don't allow the player to turn around while game is paused
2132 // FIXME turn this into CSQC stuff
2133 this.v_angle = this.lastV_angle;
2134 this.angles = this.lastV_angle;
2135 this.fixangle = true;
2138 if (frametime) player_powerups(this);
2140 if (IS_DEAD(this)) {
2141 if (this.personal && g_race_qualifying) {
2142 if (time > this.respawn_time) {
2143 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2145 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2148 if (frametime) player_anim(this);
2150 if (this.respawn_flags & RESPAWN_DENY)
2152 STAT(RESPAWN_TIME, this) = 0;
2156 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));
2158 switch(this.deadflag)
2162 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2163 this.deadflag = DEAD_RESPAWNING;
2164 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2165 this.deadflag = DEAD_DEAD;
2171 this.deadflag = DEAD_RESPAWNABLE;
2172 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2173 this.deadflag = DEAD_RESPAWNING;
2176 case DEAD_RESPAWNABLE:
2178 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2179 this.deadflag = DEAD_RESPAWNING;
2182 case DEAD_RESPAWNING:
2184 if (time > this.respawn_time)
2186 this.respawn_time = time + 1; // only retry once a second
2187 this.respawn_time_max = this.respawn_time;
2194 ShowRespawnCountdown(this);
2196 if (this.respawn_flags & RESPAWN_SILENT)
2197 STAT(RESPAWN_TIME, this) = 0;
2198 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2200 if (time < this.respawn_time)
2201 STAT(RESPAWN_TIME, this) = this.respawn_time;
2202 else if (this.deadflag != DEAD_RESPAWNING)
2203 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2206 STAT(RESPAWN_TIME, this) = this.respawn_time;
2209 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2210 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2211 STAT(RESPAWN_TIME, this) *= -1;
2216 FixPlayermodel(this);
2218 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2219 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2220 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2223 // reset gun alignment when dual wielding status changes
2224 // to ensure guns are always aligned right and left
2225 bool dualwielding = W_DualWielding(this);
2226 if(this.dualwielding_prev != dualwielding)
2228 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2229 this.dualwielding_prev = dualwielding;
2232 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2235 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2237 .entity weaponentity = weaponentities[slot];
2238 if(WEP_CVAR(vortex, charge_always))
2239 W_Vortex_Charge(this, weaponentity, frametime);
2240 W_WeaponFrame(this, weaponentity);
2246 // WEAPONTODO: Add a weapon request for this
2247 // rot vortex charge to the charge limit
2248 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2250 .entity weaponentity = weaponentities[slot];
2251 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2252 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2257 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2260 monsters_setstatus(this);
2265 .bool would_spectate;
2266 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2267 void ObserverOrSpectatorThink(entity this)
2269 bool is_spec = IS_SPEC(this);
2270 if ( CS(this).impulse )
2272 int r = MinigameImpulse(this, CS(this).impulse);
2274 CS(this).impulse = 0;
2276 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2278 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2279 CS(this).impulse = 0;
2284 if (this.flags & FL_JUMPRELEASED) {
2285 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2286 this.flags &= ~FL_JUMPRELEASED;
2287 this.flags |= FL_SPAWNING;
2288 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2289 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2290 this.flags &= ~FL_JUMPRELEASED;
2291 if(SpectateNext(this)) {
2292 TRANSMUTE(Spectator, this);
2293 } else if (is_spec) {
2294 TRANSMUTE(Observer, this);
2295 PutClientInServer(this);
2298 this.would_spectate = false; // unable to spectate anyone
2300 CS(this).impulse = 0;
2301 } else if (is_spec) {
2302 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2303 this.flags &= ~FL_JUMPRELEASED;
2304 if(SpectatePrev(this)) {
2305 TRANSMUTE(Spectator, this);
2307 TRANSMUTE(Observer, this);
2308 PutClientInServer(this);
2310 CS(this).impulse = 0;
2311 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2312 this.would_spectate = false;
2313 this.flags &= ~FL_JUMPRELEASED;
2314 TRANSMUTE(Observer, this);
2315 PutClientInServer(this);
2316 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2317 PutObserverInServer(this, false);
2318 this.would_spectate = true;
2322 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2323 if (PHYS_INPUT_BUTTON_USE(this))
2324 wouldclip = !wouldclip;
2325 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2326 set_movetype(this, preferred_movetype);
2328 } else { // jump pressed
2329 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2330 || (!is_spec && !(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;
2335 if(joinAllowed(this))
2337 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2338 CS(this).autojoin_checked = -1;
2342 if(is_spec && !SpectateUpdate(this))
2343 PutObserverInServer(this, false);
2346 this.flags |= FL_CLIENT | FL_NOTARGET;
2349 void PlayerUseKey(entity this)
2351 if (!IS_PLAYER(this))
2358 vehicles_exit(this.vehicle, VHEF_NORMAL);
2362 else if(autocvar_g_vehicles_enter)
2364 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2366 entity head, closest_target = NULL;
2367 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2369 while(head) // find the closest acceptable target to enter
2371 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2372 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2376 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2377 { closest_target = head; }
2379 else { closest_target = head; }
2385 if(closest_target) { vehicles_enter(this, closest_target); return; }
2389 // a use key was pressed; call handlers
2390 MUTATOR_CALLHOOK(PlayerUseKey, this);
2398 Called every frame for each client before the physics are run
2401 .float last_vehiclecheck;
2402 void PlayerPreThink (entity this)
2404 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2405 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2407 WarpZone_PlayerPhysics_FixVAngle(this);
2410 // physics frames: update anticheat stuff
2411 anticheat_prethink(this);
2413 // WORKAROUND: only use dropclient in server frames (frametime set).
2414 // Never use it in cl_movement frames (frametime zero).
2415 if (blockSpectators && IS_REAL_CLIENT(this)
2416 && (IS_SPEC(this) || IS_OBSERVER(this)) && !this.caplayer
2417 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2419 if (dropclient_schedule(this))
2420 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2424 zoomstate_set = false;
2426 // Check for nameless players
2427 if (this.netname == "" || this.netname != CS(this).netname_previous)
2429 bool assume_unchanged = (CS(this).netname_previous == "");
2430 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2432 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2433 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2434 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2435 assume_unchanged = false;
2436 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2438 if (isInvisibleString(this.netname))
2440 this.netname = strzone(sprintf("Player#%d", this.playerid));
2441 sprint(this, "Warning: invisible names are not allowed.\n");
2442 assume_unchanged = false;
2443 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2445 if (!assume_unchanged && autocvar_sv_eventlog)
2446 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2447 strcpy(CS(this).netname_previous, this.netname);
2451 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2452 CS(this).version_nagtime = 0;
2453 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2455 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2457 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2459 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2460 if (r < 0) { // old client
2461 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2462 } else if (r > 0) { // old server
2463 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2469 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2471 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2472 this.max_armorvalue = 0;
2475 if (frametime && IS_PLAYER(this) && time >= game_starttime)
2477 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2479 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2480 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2482 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2484 if (STAT(REVIVE_PROGRESS, this) >= 1)
2485 Unfreeze(this, false);
2487 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2489 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2490 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2492 if (GetResource(this, RES_HEALTH) < 1)
2495 vehicles_exit(this.vehicle, VHEF_RELEASE);
2496 if(this.event_damage)
2497 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2499 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2500 Unfreeze(this, false);
2504 MUTATOR_CALLHOOK(PlayerPreThink, this);
2506 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2507 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2509 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2513 if(!it.team || SAME_TEAM(this, it))
2514 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2515 else if(autocvar_g_vehicles_steal)
2516 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2518 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2520 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2524 this.last_vehiclecheck = time + 1;
2527 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2529 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2531 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2534 if (IS_REAL_CLIENT(this))
2535 PrintWelcomeMessage(this);
2537 if (IS_PLAYER(this)) {
2538 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2539 error("Client can't be spawned as player on connection!");
2540 if(!PlayerThink(this))
2543 else if (game_stopped || intermission_running) {
2544 if(intermission_running)
2545 IntermissionThink(this);
2548 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2550 bool early_join_requested = (CS(this).autojoin_checked < 0);
2551 CS(this).autojoin_checked = 1;
2552 // don't do this in ClientConnect
2553 // many things can go wrong if a client is spawned as player on connection
2554 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2555 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2556 && (!teamplay || autocvar_g_balance_teams)))
2558 campaign_bots_may_start = true;
2559 if(joinAllowed(this))
2564 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2565 ObserverOrSpectatorThink(this);
2568 // WEAPONTODO: Add weapon request for this
2569 if (!zoomstate_set) {
2570 bool wep_zoomed = false;
2571 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2573 .entity weaponentity = weaponentities[slot];
2574 Weapon thiswep = this.(weaponentity).m_weapon;
2575 if(thiswep != WEP_Null && thiswep.wr_zoom)
2576 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2578 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2581 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2583 CS(this).teamkill_soundtime = 0;
2585 entity e = CS(this).teamkill_soundsource;
2586 entity oldpusher = e.pusher;
2588 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2589 e.pusher = oldpusher;
2592 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2593 CS(this).taunt_soundtime = 0;
2594 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2597 target_voicescript_next(this);
2600 void DrownPlayer(entity this)
2602 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2603 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2605 STAT(AIR_FINISHED, this) = 0;
2609 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2611 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2612 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2613 STAT(AIR_FINISHED, this) = 0;
2617 if (!STAT(AIR_FINISHED, this))
2618 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2619 if (STAT(AIR_FINISHED, this) < time)
2621 if (this.pain_finished < time)
2623 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');
2624 this.pain_finished = time + 0.5;
2630 .bool move_qcphysics;
2632 void Player_Physics(entity this)
2634 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2636 if(!this.move_qcphysics)
2639 if(!frametime && !CS(this).pm_frametime)
2642 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2644 CS(this).pm_frametime = 0;
2651 Called every frame for each client after the physics are run
2654 void PlayerPostThink (entity this)
2656 Player_Physics(this);
2658 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2659 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2660 if (IS_REAL_CLIENT(this))
2661 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2662 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2664 int totalClients = 0;
2665 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2667 // maxidle disabled in local matches by not counting clients (totalClients 0)
2668 if (server_is_dedicated)
2670 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2674 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2678 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2680 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2686 if (totalClients < autocvar_sv_maxidle_minplayers)
2688 // idle kick disabled
2689 CS(this).parm_idlesince = time;
2691 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2693 if (CS(this).idlekick_lasttimeleft)
2695 CS(this).idlekick_lasttimeleft = 0;
2696 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2701 float maxidle_time = autocvar_sv_maxidle;
2702 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2703 maxidle_time = autocvar_sv_maxidle_playertospectator;
2704 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2705 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2706 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2708 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2709 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2711 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2713 if (timeleft <= 0) {
2714 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2716 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2717 PutObserverInServer(this, true);
2721 if (dropclient_schedule(this))
2722 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2726 else if (timeleft <= countdown_time) {
2727 if (timeleft != CS(this).idlekick_lasttimeleft)
2728 play2(this, SND(TALK2));
2729 CS(this).idlekick_lasttimeleft = timeleft;
2738 this.solid = SOLID_NOT;
2739 this.takedamage = DAMAGE_NO;
2740 set_movetype(this, MOVETYPE_NONE);
2741 CS(this).teamkill_complain = 0;
2742 CS(this).teamkill_soundtime = 0;
2743 CS(this).teamkill_soundsource = NULL;
2746 if (IS_PLAYER(this)) {
2747 if(this.death_time == time && IS_DEAD(this))
2749 // player's bbox gets resized now, instead of in the damage event that killed the player,
2750 // once all the damage events of this frame have been processed with normal size
2752 setsize(this, this.mins, this.maxs);
2755 UpdateChatBubble(this);
2756 if (CS(this).impulse) ImpulseCommands(this);
2757 GetPressedKeys(this);
2760 CSQCMODEL_AUTOUPDATE(this);
2764 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2766 CS(this).pressedkeys = 0;
2767 STAT(PRESSED_KEYS, this) = 0;
2770 if (this.waypointsprite_attachedforcarrier) {
2771 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2772 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2775 CSQCMODEL_AUTOUPDATE(this);
2778 // hack to copy the button fields from the client entity to the Client State
2779 void PM_UpdateButtons(entity this, entity store)
2782 store.impulse = this.impulse;
2785 bool typing = this.buttonchat || this.button12;
2787 store.button0 = (typing) ? 0 : this.button0;
2789 store.button2 = (typing) ? 0 : this.button2;
2790 store.button3 = (typing) ? 0 : this.button3;
2791 store.button4 = this.button4;
2792 store.button5 = (typing) ? 0 : this.button5;
2793 store.button6 = this.button6;
2794 store.button7 = this.button7;
2795 store.button8 = this.button8;
2796 store.button9 = this.button9;
2797 store.button10 = this.button10;
2798 store.button11 = this.button11;
2799 store.button12 = this.button12;
2800 store.button13 = this.button13;
2801 store.button14 = this.button14;
2802 store.button15 = this.button15;
2803 store.button16 = this.button16;
2804 store.buttonuse = this.buttonuse;
2805 store.buttonchat = this.buttonchat;
2807 store.cursor_active = this.cursor_active;
2808 store.cursor_screen = this.cursor_screen;
2809 store.cursor_trace_start = this.cursor_trace_start;
2810 store.cursor_trace_endpos = this.cursor_trace_endpos;
2811 store.cursor_trace_ent = this.cursor_trace_ent;
2813 store.ping = this.ping;
2814 store.ping_packetloss = this.ping_packetloss;
2815 store.ping_movementloss = this.ping_movementloss;
2817 store.v_angle = this.v_angle;
2818 store.movement = this.movement;
2821 NET_HANDLE(fpsreport, bool)
2823 int fps = ReadShort();
2824 PlayerScore_Set(sender, SP_FPS, fps);