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/triggers/func/conveyor.qh"
37 #include "../common/triggers/teleporters.qh"
39 #include "../common/vehicles/all.qh"
41 #include "weapons/hitplot.qh"
42 #include "weapons/weaponsystem.qh"
44 #include "../common/net_notice.qh"
45 #include "../common/net_linked.qh"
46 #include "../common/physics/player.qh"
48 #include "../common/items/_mod.qh"
50 #include "../common/mutators/mutator/waypoints/all.qh"
52 #include "../common/triggers/subs.qh"
53 #include "../common/triggers/triggers.qh"
54 #include "../common/triggers/trigger/secret.qh"
56 #include "../common/minigames/sv_minigames.qh"
58 #include "../common/items/inventory.qh"
60 #include "../common/monsters/sv_monsters.qh"
62 #include "../lib/warpzone/server.qh"
64 #include <common/mutators/mutator/overkill/okvortex.qh>
66 STATIC_METHOD(Client, Add, void(Client this, int _team))
69 TRANSMUTE(Player, this);
72 PutClientInServer(this);
75 void PutObserverInServer(entity this);
77 STATIC_METHOD(Client, Remove, void(Client this))
79 TRANSMUTE(Observer, this);
80 PutClientInServer(this);
81 ClientDisconnect(this);
84 void send_CSQC_teamnagger() {
85 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
88 int CountSpectators(entity player, entity to)
90 if(!player) { return 0; } // not sure how, but best to be safe
94 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
102 void WriteSpectators(entity player, entity to)
104 if(!player) { return; } // not sure how, but best to be safe
106 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
108 WriteByte(MSG_ENTITY, num_for_edict(it));
112 bool ClientData_Send(entity this, entity to, int sf)
114 assert(to == this.owner, return false);
117 if (IS_SPEC(e)) e = e.enemy;
120 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
121 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
122 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
123 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
125 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
126 WriteByte(MSG_ENTITY, sf);
129 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
133 float specs = CountSpectators(e, to);
134 WriteByte(MSG_ENTITY, specs);
135 WriteSpectators(e, to);
141 void ClientData_Attach(entity this)
143 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
144 CS(this).clientdata.drawonlytoclient = this;
145 CS(this).clientdata.owner = this;
148 void ClientData_Detach(entity this)
150 delete(CS(this).clientdata);
151 CS(this).clientdata = NULL;
154 void ClientData_Touch(entity e)
156 CS(e).clientdata.SendFlags = 1;
158 // make it spectatable
159 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
162 void SetSpectatee(entity this, entity spectatee);
163 void SetSpectatee_status(entity this, int spectatee_num);
170 Checks if the argument string can be a valid playermodel.
171 Returns a valid one in doubt.
174 string FallbackPlayerModel;
175 string CheckPlayerModel(string plyermodel) {
176 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
178 // note: we cannot summon Don Strunzone here, some player may
179 // still have the model string set. In case anyone manages how
180 // to change a cvar default, we'll have a small leak here.
181 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
183 // only in right path
184 if( substring(plyermodel,0,14) != "models/player/")
185 return FallbackPlayerModel;
186 // only good file extensions
187 if(substring(plyermodel,-4,4) != ".zym")
188 if(substring(plyermodel,-4,4) != ".dpm")
189 if(substring(plyermodel,-4,4) != ".iqm")
190 if(substring(plyermodel,-4,4) != ".md3")
191 if(substring(plyermodel,-4,4) != ".psk")
192 return FallbackPlayerModel;
193 // forbid the LOD models
194 if(substring(plyermodel, -9,5) == "_lod1")
195 return FallbackPlayerModel;
196 if(substring(plyermodel, -9,5) == "_lod2")
197 return FallbackPlayerModel;
198 if(plyermodel != strtolower(plyermodel))
199 return FallbackPlayerModel;
200 // also, restrict to server models
201 if(autocvar_sv_servermodelsonly)
203 if(!fexists(plyermodel))
204 return FallbackPlayerModel;
209 void setplayermodel(entity e, string modelname)
211 precache_model(modelname);
212 _setmodel(e, modelname);
213 player_setupanimsformodel(e);
214 if(!autocvar_g_debug_globalsounds)
215 UpdatePlayerSounds(e);
218 void FixPlayermodel(entity player);
219 /** putting a client as observer in the server */
220 void PutObserverInServer(entity this)
222 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
223 PlayerState_detach(this);
230 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
233 // was a player, recount votes and ready status
234 if(IS_REAL_CLIENT(this))
236 if (vote_called) { VoteCount(false); }
242 entity spot = SelectSpawnPoint(this, true);
243 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
244 this.angles = vec2(spot.angles);
245 this.fixangle = true;
246 // offset it so that the spectator spawns higher off the ground, looks better this way
247 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
248 if (IS_REAL_CLIENT(this))
251 WriteByte(MSG_ONE, SVC_SETVIEW);
252 WriteEntity(MSG_ONE, this);
254 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
255 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
256 if(!autocvar_g_debug_globalsounds)
258 // needed for player sounds
260 FixPlayermodel(this);
262 setmodel(this, MDL_Null);
263 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
264 this.view_ofs = '0 0 0';
267 RemoveGrapplingHooks(this);
268 Portal_ClearAll(this);
270 SetSpectatee(this, NULL);
275 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
279 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
281 WaypointSprite_PlayerDead(this);
283 if (mutator_returnvalue) {
284 // mutator prevents resetting teams+score
286 int oldteam = this.team;
287 this.team = -1; // move this as it is needed to log the player spectating in eventlog
288 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
289 this.frags = FRAGS_SPECTATOR;
290 PlayerScore_Clear(this); // clear scores when needed
293 if (CS(this).killcount != FRAGS_SPECTATOR)
295 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
297 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
298 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
300 if(!CS(this).just_joined)
301 LogTeamchange(this.playerid, -1, 4);
303 CS(this).just_joined = false;
306 accuracy_resend(this);
308 CS(this).spectatortime = time;
310 IL_REMOVE(g_bot_targets, this);
311 this.bot_attack = false;
312 this.hud = HUD_NORMAL;
313 TRANSMUTE(Observer, this);
314 this.iscreature = false;
315 this.teleportable = TELEPORT_SIMPLE;
316 if(this.damagedbycontents)
317 IL_REMOVE(g_damagedbycontents, this);
318 this.damagedbycontents = false;
319 this.health = FRAGS_SPECTATOR;
320 SetSpectatee_status(this, etof(this));
321 this.takedamage = DAMAGE_NO;
322 this.solid = SOLID_NOT;
323 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
324 this.flags = FL_CLIENT | FL_NOTARGET;
325 this.armorvalue = 666;
327 this.armorvalue = autocvar_g_balance_armor_start;
328 this.pauserotarmor_finished = 0;
329 this.pauserothealth_finished = 0;
330 this.pauseregen_finished = 0;
331 this.damageforcescale = 0;
333 this.respawn_flags = 0;
334 this.respawn_time = 0;
335 this.stat_respawn_time = 0;
340 this.pain_finished = 0;
341 this.strength_finished = 0;
342 this.invincible_finished = 0;
343 this.superweapons_finished = 0;
346 setthink(this, func_null);
348 this.deadflag = DEAD_NO;
350 this.revive_progress = 0;
351 this.revival_time = 0;
354 this.weapons = '0 0 0';
355 this.drawonlytoclient = this;
357 this.weaponmodel = "";
358 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
360 this.weaponentities[slot] = NULL;
362 this.exteriorweaponentity = NULL;
363 CS(this).killcount = FRAGS_SPECTATOR;
364 this.velocity = '0 0 0';
365 this.avelocity = '0 0 0';
366 this.punchangle = '0 0 0';
367 this.punchvector = '0 0 0';
368 this.oldvelocity = this.velocity;
369 this.fire_endtime = -1;
370 this.event_damage = func_null;
372 for(int slot = 0; slot < MAX_AXH; ++slot)
374 entity axh = this.(AuxiliaryXhair[slot]);
375 this.(AuxiliaryXhair[slot]) = NULL;
377 if(axh.owner == this && axh != NULL && !wasfreed(axh))
382 int player_getspecies(entity this)
384 get_model_parameters(this.model, this.skin);
385 int s = get_model_parameters_species;
386 get_model_parameters(string_null, 0);
387 if (s < 0) return SPECIES_HUMAN;
391 .float model_randomizer;
392 void FixPlayermodel(entity player)
394 string defaultmodel = "";
396 if(autocvar_sv_defaultcharacter)
402 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
403 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
404 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
405 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
409 if(defaultmodel == "")
411 defaultmodel = autocvar_sv_defaultplayermodel;
412 defaultskin = autocvar_sv_defaultplayerskin;
415 int n = tokenize_console(defaultmodel);
418 defaultmodel = argv(floor(n * CS(player).model_randomizer));
419 // However, do NOT randomize if the player-selected model is in the list.
420 for (int i = 0; i < n; ++i)
421 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
422 defaultmodel = argv(i);
425 int i = strstrofs(defaultmodel, ":", 0);
428 defaultskin = stof(substring(defaultmodel, i+1, -1));
429 defaultmodel = substring(defaultmodel, 0, i);
432 if(autocvar_sv_defaultcharacterskin && !defaultskin)
438 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
439 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
440 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
441 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
446 defaultskin = autocvar_sv_defaultplayerskin;
449 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
450 defaultmodel = M_ARGV(0, string);
451 defaultskin = M_ARGV(1, int);
455 if(defaultmodel != "")
457 if (defaultmodel != player.model)
459 vector m1 = player.mins;
460 vector m2 = player.maxs;
461 setplayermodel (player, defaultmodel);
462 setsize (player, m1, m2);
466 oldskin = player.skin;
467 player.skin = defaultskin;
469 if (player.playermodel != player.model || player.playermodel == "")
471 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
472 vector m1 = player.mins;
473 vector m2 = player.maxs;
474 setplayermodel (player, player.playermodel);
475 setsize (player, m1, m2);
479 if(!autocvar_sv_defaultcharacterskin)
481 oldskin = player.skin;
482 player.skin = stof(player.playerskin);
486 oldskin = player.skin;
487 player.skin = defaultskin;
491 if(chmdl || oldskin != player.skin) // model or skin has changed
493 player.species = player_getspecies(player); // update species
494 if(!autocvar_g_debug_globalsounds)
495 UpdatePlayerSounds(player); // update skin sounds
499 if(strlen(autocvar_sv_defaultplayercolors))
500 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
501 setcolor(player, stof(autocvar_sv_defaultplayercolors));
504 void PutPlayerInServer(entity this)
506 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
508 PlayerState_attach(this);
509 accuracy_resend(this);
512 JoinBestTeam(this, false, true);
514 entity spot = SelectSpawnPoint(this, false);
516 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
517 return; // spawn failed
520 TRANSMUTE(Player, this);
522 CS(this).wasplayer = true;
523 this.iscreature = true;
524 this.teleportable = TELEPORT_NORMAL;
525 if(!this.damagedbycontents)
526 IL_PUSH(g_damagedbycontents, this);
527 this.damagedbycontents = true;
528 set_movetype(this, MOVETYPE_WALK);
529 this.solid = SOLID_SLIDEBOX;
530 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
531 if (autocvar_g_playerclip_collisions)
532 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
533 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
534 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
535 this.frags = FRAGS_PLAYER;
536 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
537 this.flags = FL_CLIENT | FL_PICKUPITEMS;
538 if (autocvar__notarget)
539 this.flags |= FL_NOTARGET;
540 this.takedamage = DAMAGE_AIM;
541 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
544 this.ammo_shells = warmup_start_ammo_shells;
545 this.ammo_nails = warmup_start_ammo_nails;
546 this.ammo_rockets = warmup_start_ammo_rockets;
547 this.ammo_cells = warmup_start_ammo_cells;
548 this.ammo_plasma = warmup_start_ammo_plasma;
549 this.ammo_fuel = warmup_start_ammo_fuel;
550 this.health = warmup_start_health;
551 this.armorvalue = warmup_start_armorvalue;
552 this.weapons = WARMUP_START_WEAPONS;
554 this.ammo_shells = start_ammo_shells;
555 this.ammo_nails = start_ammo_nails;
556 this.ammo_rockets = start_ammo_rockets;
557 this.ammo_cells = start_ammo_cells;
558 this.ammo_plasma = start_ammo_plasma;
559 this.ammo_fuel = start_ammo_fuel;
560 this.health = start_health;
561 this.armorvalue = start_armorvalue;
562 this.weapons = start_weapons;
563 GiveRandomWeapons(this, random_start_weapons_count,
564 autocvar_g_random_start_weapons, random_start_ammo);
566 SetSpectatee_status(this, 0);
568 PS(this).dual_weapons = '0 0 0';
570 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
572 this.items = start_items;
574 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
575 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
576 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
577 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
578 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
579 // extend the pause of rotting if client was reset at the beginning of the countdown
580 if (!autocvar_sv_ready_restart_after_countdown && time < game_starttime) { // TODO why is this cvar NOTted?
581 float f = game_starttime - time;
582 this.spawnshieldtime += f;
583 this.pauserotarmor_finished += f;
584 this.pauserothealth_finished += f;
585 this.pauseregen_finished += f;
587 this.damageforcescale = 2;
589 this.respawn_flags = 0;
590 this.respawn_time = 0;
591 this.stat_respawn_time = 0;
592 this.scale = autocvar_sv_player_scale;
595 this.pain_finished = 0;
597 setthink(this, func_null); // players have no think function
600 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
602 this.deadflag = DEAD_NO;
604 this.angles = spot.angles;
605 this.angles_z = 0; // never spawn tilted even if the spot says to
606 if (IS_BOT_CLIENT(this))
607 this.v_angle = this.angles;
608 this.fixangle = true; // turn this way immediately
609 this.oldvelocity = this.velocity = '0 0 0';
610 this.avelocity = '0 0 0';
611 this.punchangle = '0 0 0';
612 this.punchvector = '0 0 0';
614 this.strength_finished = 0;
615 this.invincible_finished = 0;
616 this.fire_endtime = -1;
617 this.revive_progress = 0;
618 this.revival_time = 0;
619 this.air_finished = time + 12;
621 entity spawnevent = new_pure(spawnevent);
622 spawnevent.owner = this;
623 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
625 // Cut off any still running player sounds.
626 stopsound(this, CH_PLAYER_SINGLE);
629 FixPlayermodel(this);
630 this.drawonlytoclient = NULL;
635 this.view_ofs = STAT(PL_VIEW_OFS, this);
636 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
637 this.spawnorigin = spot.origin;
638 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
639 // don't reset back to last position, even if new position is stuck in solid
640 this.oldorigin = this.origin;
641 this.lastteleporttime = time; // prevent insane speeds due to changing origin
643 IL_REMOVE(g_conveyed, this);
644 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
645 this.hud = HUD_NORMAL;
647 this.event_damage = PlayerDamage;
650 IL_PUSH(g_bot_targets, this);
651 this.bot_attack = true;
652 if(!this.monster_attack)
653 IL_PUSH(g_monster_targets, this);
654 this.monster_attack = true;
655 navigation_dynamicgoal_init(this, false);
657 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
659 if (CS(this).killcount == FRAGS_SPECTATOR) {
660 PlayerScore_Clear(this);
661 CS(this).killcount = 0;
664 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
666 .entity weaponentity = weaponentities[slot];
667 entity oldwep = this.(weaponentity);
668 CL_SpawnWeaponentity(this, weaponentity);
669 if(oldwep && oldwep.owner == this)
670 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
672 this.alpha = default_player_alpha;
673 this.colormod = '1 1 1' * autocvar_g_player_brightness;
674 this.exteriorweaponentity.alpha = default_weapon_alpha;
676 this.speedrunning = false;
678 target_voicescript_clear(this);
680 // reset fields the weapons may use
681 FOREACH(Weapons, true, {
682 it.wr_resetplayer(it, this);
683 // reload all reloadable weapons
684 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
685 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
687 .entity weaponentity = weaponentities[slot];
688 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
694 string s = spot.target;
695 spot.target = string_null;
696 SUB_UseTargets(spot, this, NULL);
702 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
704 if (autocvar_spawn_debug)
706 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
707 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
710 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
712 .entity weaponentity = weaponentities[slot];
713 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
714 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
716 this.(weaponentity).m_switchweapon = WEP_Null;
717 this.(weaponentity).m_weapon = WEP_Null;
718 this.(weaponentity).weaponname = "";
719 this.(weaponentity).m_switchingweapon = WEP_Null;
720 this.(weaponentity).cnt = -1;
723 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
725 if (!warmup_stage && !this.alivetime)
726 this.alivetime = time;
728 antilag_clear(this, CS(this));
731 /** Called when a client spawns in the server */
732 void PutClientInServer(entity this)
734 if (IS_BOT_CLIENT(this)) {
735 TRANSMUTE(Player, this);
736 } else if (IS_REAL_CLIENT(this)) {
738 WriteByte(MSG_ONE, SVC_SETVIEW);
739 WriteEntity(MSG_ONE, this);
742 TRANSMUTE(Observer, this);
744 SetSpectatee(this, NULL);
748 PS(this).itemkeys = 0;
750 MUTATOR_CALLHOOK(PutClientInServer, this);
752 if (IS_OBSERVER(this)) {
753 PutObserverInServer(this);
754 } else if (IS_PLAYER(this)) {
755 PutPlayerInServer(this);
759 void ClientInit_misc(entity this);
761 // TODO do we need all these fields, or should we stop autodetecting runtime
762 // changes and just have a console command to update this?
763 bool ClientInit_SendEntity(entity this, entity to, int sf)
765 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
768 // MSG_INIT replacement
769 // TODO: make easier to use
771 W_PROP_reload(MSG_ONE, to);
772 ClientInit_misc(this);
773 MUTATOR_CALLHOOK(Ent_Init);
775 void ClientInit_misc(entity this)
777 int channel = MSG_ONE;
778 WriteHeader(channel, ENT_CLIENT_INIT);
779 WriteByte(channel, g_nexball_meter_period * 32);
780 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
781 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
782 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
783 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
784 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
785 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
786 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
787 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
789 if(sv_foginterval && world.fog != "")
790 WriteString(channel, world.fog);
792 WriteString(channel, "");
793 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
794 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
795 WriteByte(channel, serverflags);
796 WriteCoord(channel, autocvar_g_trueaim_minrange);
799 void ClientInit_CheckUpdate(entity this)
801 this.nextthink = time;
802 if(this.count != autocvar_g_balance_armor_blockpercent)
804 this.count = autocvar_g_balance_armor_blockpercent;
807 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
809 this.cnt = autocvar_g_balance_damagepush_speedfactor;
814 void ClientInit_Spawn()
816 entity e = new_pure(clientinit);
817 setthink(e, ClientInit_CheckUpdate);
818 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
820 ClientInit_CheckUpdate(e);
830 // initialize parms for a new player
831 parm1 = -(86400 * 366);
833 MUTATOR_CALLHOOK(SetNewParms);
841 void SetChangeParms (entity this)
843 // save parms for level change
844 parm1 = CS(this).parm_idlesince - time;
846 MUTATOR_CALLHOOK(SetChangeParms);
854 void DecodeLevelParms(entity this)
857 CS(this).parm_idlesince = parm1;
858 if (CS(this).parm_idlesince == -(86400 * 366))
859 CS(this).parm_idlesince = time;
861 // whatever happens, allow 60 seconds of idling directly after connect for map loading
862 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
864 MUTATOR_CALLHOOK(DecodeLevelParms);
871 Called when a client types 'kill' in the console
875 .float clientkill_nexttime;
876 void ClientKill_Now_TeamChange(entity this)
878 if(this.killindicator_teamchange == -1)
880 JoinBestTeam( this, false, true );
882 else if(this.killindicator_teamchange == -2)
885 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
886 PutObserverInServer(this);
889 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
890 this.killindicator_teamchange = 0;
893 void ClientKill_Now(entity this)
897 vehicles_exit(this.vehicle, VHEF_RELEASE);
898 if(!this.killindicator_teamchange)
900 this.vehicle_health = -1;
901 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
905 if(this.killindicator && !wasfreed(this.killindicator))
906 delete(this.killindicator);
908 this.killindicator = NULL;
910 if(this.killindicator_teamchange)
911 ClientKill_Now_TeamChange(this);
913 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
915 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
918 // now I am sure the player IS dead
920 void KillIndicator_Think(entity this)
924 this.owner.killindicator = NULL;
929 if (this.owner.alpha < 0 && !this.owner.vehicle)
931 this.owner.killindicator = NULL;
938 ClientKill_Now(this.owner);
941 else if(this.health == 1) // health == 1 means that it's silent
943 this.nextthink = time + 1;
949 setmodel(this, MDL_NUM(this.cnt));
950 if(IS_REAL_CLIENT(this.owner))
953 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
955 this.nextthink = time + 1;
960 float clientkilltime;
961 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
969 killtime = autocvar_g_balance_kill_delay;
971 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
973 killtime = M_ARGV(1, float);
975 this.killindicator_teamchange = targetteam;
977 if(!this.killindicator)
981 killtime = max(killtime, this.clientkill_nexttime - time);
982 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
985 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
987 ClientKill_Now(this);
991 starttime = max(time, clientkilltime);
993 this.killindicator = spawn();
994 this.killindicator.owner = this;
995 this.killindicator.scale = 0.5;
996 setattachment(this.killindicator, this, "");
997 setorigin(this.killindicator, '0 0 52');
998 setthink(this.killindicator, KillIndicator_Think);
999 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1000 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1001 this.killindicator.cnt = ceil(killtime);
1002 this.killindicator.count = bound(0, ceil(killtime), 10);
1003 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1005 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1007 it.killindicator = spawn();
1008 it.killindicator.owner = it;
1009 it.killindicator.scale = 0.5;
1010 setattachment(it.killindicator, it, "");
1011 setorigin(it.killindicator, '0 0 52');
1012 setthink(it.killindicator, KillIndicator_Think);
1013 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1014 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1015 it.killindicator.cnt = ceil(killtime);
1020 if(this.killindicator)
1022 if(targetteam == 0) // just die
1024 this.killindicator.colormod = '0 0 0';
1025 if(IS_REAL_CLIENT(this))
1026 if(this.killindicator.cnt > 0)
1027 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1029 else if(targetteam == -1) // auto
1031 this.killindicator.colormod = '0 1 0';
1032 if(IS_REAL_CLIENT(this))
1033 if(this.killindicator.cnt > 0)
1034 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1036 else if(targetteam == -2) // spectate
1038 this.killindicator.colormod = '0.5 0.5 0.5';
1039 if(IS_REAL_CLIENT(this))
1040 if(this.killindicator.cnt > 0)
1041 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1045 this.killindicator.colormod = Team_ColorRGB(targetteam);
1046 if(IS_REAL_CLIENT(this))
1047 if(this.killindicator.cnt > 0)
1048 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1054 void ClientKill (entity this)
1056 if(game_stopped) return;
1057 if(this.player_blocked) return;
1058 if(STAT(FROZEN, this)) return;
1060 ClientKill_TeamChange(this, 0);
1063 void FixClientCvars(entity e)
1065 // send prediction settings to the client
1066 stuffcmd(e, "\nin_bindmap 0 0\n");
1067 if(autocvar_g_antilag == 3) // client side hitscan
1068 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1069 if(autocvar_sv_gentle)
1070 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1072 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1073 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1075 MUTATOR_CALLHOOK(FixClientCvars, e);
1078 bool findinlist_abbrev(string tofind, string list)
1080 if(list == "" || tofind == "")
1081 return false; // empty list or search, just return
1083 // this function allows abbreviated strings!
1084 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1092 bool PlayerInIPList(entity p, string iplist)
1094 // some safety checks (never allow local?)
1095 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1098 return findinlist_abbrev(p.netaddress, iplist);
1101 bool PlayerInIDList(entity p, string idlist)
1103 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1107 return findinlist_abbrev(p.crypto_idfp, idlist);
1110 bool PlayerInList(entity player, string list)
1112 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1115 #ifdef DP_EXT_PRECONNECT
1120 Called once (not at each match start) when a client begins a connection to the server
1123 void ClientPreConnect(entity this)
1125 if(autocvar_sv_eventlog)
1127 GameLogEcho(sprintf(":connect:%d:%d:%s",
1130 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1140 Called when a client connects to the server
1143 void ClientConnect(entity this)
1145 if (Ban_MaybeEnforceBanOnce(this)) return;
1146 assert(!IS_CLIENT(this), return);
1147 this.flags |= FL_CLIENT;
1148 assert(player_count >= 0, player_count = 0);
1151 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1153 TRANSMUTE(Client, this);
1154 CS(this).version_nagtime = time + 10 + random() * 10;
1156 // identify the right forced team
1157 if (autocvar_g_campaign)
1159 if (IS_REAL_CLIENT(this)) // only players, not bots
1161 switch (autocvar_g_campaign_forceteam)
1163 case 1: this.team_forced = NUM_TEAM_1; break;
1164 case 2: this.team_forced = NUM_TEAM_2; break;
1165 case 3: this.team_forced = NUM_TEAM_3; break;
1166 case 4: this.team_forced = NUM_TEAM_4; break;
1167 default: this.team_forced = 0;
1171 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1172 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1173 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1174 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1175 else switch (autocvar_g_forced_team_otherwise)
1177 default: this.team_forced = 0; break;
1178 case "red": this.team_forced = NUM_TEAM_1; break;
1179 case "blue": this.team_forced = NUM_TEAM_2; break;
1180 case "yellow": this.team_forced = NUM_TEAM_3; break;
1181 case "pink": this.team_forced = NUM_TEAM_4; break;
1184 this.team_forced = -1;
1187 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1190 int id = this.playerid;
1191 this.playerid = 0; // silent
1192 JoinBestTeam(this, false, false); // if the team number is valid, keep it
1196 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1197 TRANSMUTE(Observer, this);
1199 if (!teamplay || autocvar_g_balance_teams) {
1200 TRANSMUTE(Player, this);
1201 campaign_bots_may_start = true;
1203 TRANSMUTE(Observer, this); // do it anyway
1207 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1209 // always track bots, don't ask for cl_allow_uidtracking
1210 if (IS_BOT_CLIENT(this))
1211 PlayerStats_GameReport_AddPlayer(this);
1213 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1215 if (autocvar_sv_eventlog)
1216 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1218 LogTeamchange(this.playerid, this.team, 1);
1220 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1222 if(teamplay && IS_PLAYER(this))
1223 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1225 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1227 stuffcmd(this, clientstuff, "\n");
1228 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1230 FixClientCvars(this);
1232 // get version info from player
1233 stuffcmd(this, "cmd clientversion $gameversion\n");
1235 // notify about available teams
1238 CheckAllowedTeams(this);
1240 if (c1 >= 0) t |= BIT(0);
1241 if (c2 >= 0) t |= BIT(1);
1242 if (c3 >= 0) t |= BIT(2);
1243 if (c4 >= 0) t |= BIT(3);
1244 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1248 stuffcmd(this, "set _teams_available 0\n");
1251 bot_relinkplayerlist();
1253 CS(this).spectatortime = time;
1254 if (blockSpectators)
1256 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1259 CS(this).jointime = time;
1261 if (IS_REAL_CLIENT(this))
1263 if (g_weaponarena_weapons == WEPSET(TUBA))
1264 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1267 if (!sv_foginterval && world.fog != "")
1268 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1270 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1271 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1272 send_CSQC_teamnagger();
1274 CSQCMODEL_AUTOINIT(this);
1276 CS(this).model_randomizer = random();
1278 if (IS_REAL_CLIENT(this))
1279 sv_notice_join(this);
1281 // update physics stats (players can spawn before physics runs)
1282 Physics_UpdateStats(this);
1284 IL_EACH(g_initforplayer, it.init_for_player, {
1285 it.init_for_player(it, this);
1288 Handicap_Initialize(this);
1290 MUTATOR_CALLHOOK(ClientConnect, this);
1292 if (IS_REAL_CLIENT(this))
1294 if (!autocvar_g_campaign && !IS_PLAYER(this))
1296 CS(this).motd_actived_time = -1;
1297 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1305 Called when a client disconnects from the server
1308 .entity chatbubbleentity;
1310 void ClientDisconnect(entity this)
1312 assert(IS_CLIENT(this), return);
1314 PlayerStats_GameReport_FinalizePlayer(this);
1315 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1316 if (CS(this).active_minigame) part_minigame(this);
1317 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1319 if (autocvar_sv_eventlog)
1320 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1322 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1325 SetSpectatee(this, NULL);
1327 MUTATOR_CALLHOOK(ClientDisconnect, this);
1329 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1330 ClientState_detach(this);
1332 Portal_ClearAll(this);
1336 RemoveGrapplingHooks(this);
1338 // Here, everything has been done that requires this player to be a client.
1340 this.flags &= ~FL_CLIENT;
1342 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1343 if (this.killindicator) delete(this.killindicator);
1345 WaypointSprite_PlayerGone(this);
1347 bot_relinkplayerlist();
1349 if (this.clientstatus) strunzone(this.clientstatus);
1350 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1351 if (this.personal) delete(this.personal);
1355 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1360 void ChatBubbleThink(entity this)
1362 this.nextthink = time;
1363 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1365 if(this.owner) // but why can that ever be NULL?
1366 this.owner.chatbubbleentity = NULL;
1373 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1375 if ( CS(this.owner).active_minigame )
1376 this.mdl = "models/sprites/minigame_busy.iqm";
1377 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1378 this.mdl = "models/misc/chatbubble.spr";
1381 if ( this.model != this.mdl )
1382 _setmodel(this, this.mdl);
1386 void UpdateChatBubble(entity this)
1390 // spawn a chatbubble entity if needed
1391 if (!this.chatbubbleentity)
1393 this.chatbubbleentity = new(chatbubbleentity);
1394 this.chatbubbleentity.owner = this;
1395 this.chatbubbleentity.exteriormodeltoclient = this;
1396 setthink(this.chatbubbleentity, ChatBubbleThink);
1397 this.chatbubbleentity.nextthink = time;
1398 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1399 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1400 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1401 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1402 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1403 //this.chatbubbleentity.model = "";
1404 this.chatbubbleentity.effects = EF_LOWPRECISION;
1409 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1410 // added to the model skins
1411 /*void UpdateColorModHack()
1414 c = this.clientcolors & 15;
1415 // LordHavoc: only bothering to support white, green, red, yellow, blue
1416 if (!teamplay) this.colormod = '0 0 0';
1417 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1418 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1419 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1420 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1421 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1422 else this.colormod = '1 1 1';
1425 void respawn(entity this)
1427 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1429 this.solid = SOLID_NOT;
1430 this.takedamage = DAMAGE_NO;
1431 set_movetype(this, MOVETYPE_FLY);
1432 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1433 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1434 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1435 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1436 if(autocvar_g_respawn_ghosts_maxtime)
1437 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1442 this.effects |= EF_NODRAW; // prevent another CopyBody
1443 PutClientInServer(this);
1446 void play_countdown(entity this, float finished, Sound samp)
1449 if(IS_REAL_CLIENT(this))
1450 if(floor(finished - time - frametime) != floor(finished - time))
1451 if(finished - time < 6)
1452 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1455 void player_powerups(entity this)
1457 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1458 int items_prev = this.items;
1460 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1461 this.modelflags |= MF_ROCKET;
1463 this.modelflags &= ~MF_ROCKET;
1465 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1467 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1470 Fire_ApplyDamage(this);
1471 Fire_ApplyEffect(this);
1475 if (this.items & ITEM_Strength.m_itemid)
1477 play_countdown(this, this.strength_finished, SND_POWEROFF);
1478 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1479 if (time > this.strength_finished)
1481 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1482 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1483 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1488 if (time < this.strength_finished)
1490 this.items = this.items | ITEM_Strength.m_itemid;
1492 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1493 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1496 if (this.items & ITEM_Shield.m_itemid)
1498 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1499 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1500 if (time > this.invincible_finished)
1502 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1503 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1504 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1509 if (time < this.invincible_finished)
1511 this.items = this.items | ITEM_Shield.m_itemid;
1513 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1514 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1517 if (this.items & IT_SUPERWEAPON)
1519 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1521 this.superweapons_finished = 0;
1522 this.items = this.items - (this.items & IT_SUPERWEAPON);
1523 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1524 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1526 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1528 // don't let them run out
1532 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1533 if (time > this.superweapons_finished)
1535 this.items = this.items - (this.items & IT_SUPERWEAPON);
1536 this.weapons &= ~WEPSET_SUPERWEAPONS;
1537 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1538 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1542 else if(this.weapons & WEPSET_SUPERWEAPONS)
1544 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1546 this.items = this.items | IT_SUPERWEAPON;
1548 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1549 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1553 this.superweapons_finished = 0;
1554 this.weapons &= ~WEPSET_SUPERWEAPONS;
1559 this.superweapons_finished = 0;
1563 if(autocvar_g_nodepthtestplayers)
1564 this.effects = this.effects | EF_NODEPTHTEST;
1566 if(autocvar_g_fullbrightplayers)
1567 this.effects = this.effects | EF_FULLBRIGHT;
1569 if (time >= game_starttime)
1570 if (time < this.spawnshieldtime)
1571 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1573 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1576 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1578 if(current > stable)
1580 else if(current > stable - 0.25) // when close enough, "snap"
1583 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1586 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1588 if(current < stable)
1590 else if(current < stable + 0.25) // when close enough, "snap"
1593 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1596 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1598 if(current > rotstable)
1600 if(rotframetime > 0)
1602 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1603 current = max(rotstable, current - rotlinear * rotframetime);
1606 else if(current < regenstable)
1608 if(regenframetime > 0)
1610 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1611 current = min(regenstable, current + regenlinear * regenframetime);
1621 void player_regen(entity this)
1623 float max_mod, regen_mod, rot_mod, limit_mod;
1624 max_mod = regen_mod = rot_mod = limit_mod = 1;
1626 float regen_health = autocvar_g_balance_health_regen;
1627 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1628 float regen_health_rot = autocvar_g_balance_health_rot;
1629 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1630 float regen_health_stable = autocvar_g_balance_health_regenstable;
1631 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1632 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1633 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1634 max_mod = M_ARGV(1, float);
1635 regen_mod = M_ARGV(2, float);
1636 rot_mod = M_ARGV(3, float);
1637 limit_mod = M_ARGV(4, float);
1638 regen_health = M_ARGV(5, float);
1639 regen_health_linear = M_ARGV(6, float);
1640 regen_health_rot = M_ARGV(7, float);
1641 regen_health_rotlinear = M_ARGV(8, float);
1642 regen_health_stable = M_ARGV(9, float);
1643 regen_health_rotstable = M_ARGV(10, float);
1645 if(!mutator_returnvalue)
1646 if(!STAT(FROZEN, this))
1648 float mina, maxa, limith, limita;
1649 maxa = autocvar_g_balance_armor_rotstable;
1650 mina = autocvar_g_balance_armor_regenstable;
1651 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1652 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1654 regen_health_rotstable = regen_health_rotstable * max_mod;
1655 regen_health_stable = regen_health_stable * max_mod;
1656 limith = limith * limit_mod;
1657 limita = limita * limit_mod;
1659 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);
1660 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);
1663 // if player rotted to death... die!
1664 // check this outside above checks, as player may still be able to rot to death
1668 vehicles_exit(this.vehicle, VHEF_RELEASE);
1669 if(this.event_damage)
1670 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1673 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1675 float minf, maxf, limitf;
1677 maxf = autocvar_g_balance_fuel_rotstable;
1678 minf = autocvar_g_balance_fuel_regenstable;
1679 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1681 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);
1683 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1684 // TODO: Remove this hack when all code uses GivePlayerHealth and
1686 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1688 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1690 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1692 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1698 void SetZoomState(entity this, float newzoom)
1700 if(newzoom != CS(this).zoomstate)
1702 CS(this).zoomstate = newzoom;
1703 ClientData_Touch(this);
1705 zoomstate_set = true;
1708 void GetPressedKeys(entity this)
1710 MUTATOR_CALLHOOK(GetPressedKeys, this);
1711 int keys = STAT(PRESSED_KEYS, this);
1712 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1713 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1714 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1715 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1717 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1718 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1719 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1720 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1721 CS(this).pressedkeys = keys; // store for other users
1723 STAT(PRESSED_KEYS, this) = keys;
1727 ======================
1728 spectate mode routines
1729 ======================
1732 void SpectateCopy(entity this, entity spectatee)
1734 TC(Client, this); TC(Client, spectatee);
1736 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1737 PS(this) = PS(spectatee);
1738 this.armortype = spectatee.armortype;
1739 this.armorvalue = spectatee.armorvalue;
1740 this.ammo_cells = spectatee.ammo_cells;
1741 this.ammo_plasma = spectatee.ammo_plasma;
1742 this.ammo_shells = spectatee.ammo_shells;
1743 this.ammo_nails = spectatee.ammo_nails;
1744 this.ammo_rockets = spectatee.ammo_rockets;
1745 this.ammo_fuel = spectatee.ammo_fuel;
1746 this.clip_load = spectatee.clip_load;
1747 this.clip_size = spectatee.clip_size;
1748 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1749 this.health = spectatee.health;
1750 CS(this).impulse = 0;
1751 this.items = spectatee.items;
1752 this.last_pickup = spectatee.last_pickup;
1753 this.hit_time = spectatee.hit_time;
1754 this.strength_finished = spectatee.strength_finished;
1755 this.invincible_finished = spectatee.invincible_finished;
1756 this.superweapons_finished = spectatee.superweapons_finished;
1757 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1758 this.weapons = spectatee.weapons;
1759 this.vortex_charge = spectatee.vortex_charge;
1760 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1761 this.okvortex_charge = spectatee.okvortex_charge;
1762 this.okvortex_chargepool_ammo = spectatee.okvortex_chargepool_ammo;
1763 this.hagar_load = spectatee.hagar_load;
1764 this.arc_heat_percent = spectatee.arc_heat_percent;
1765 this.minelayer_mines = spectatee.minelayer_mines;
1766 this.punchangle = spectatee.punchangle;
1767 this.view_ofs = spectatee.view_ofs;
1768 this.velocity = spectatee.velocity;
1769 this.dmg_take = spectatee.dmg_take;
1770 this.dmg_save = spectatee.dmg_save;
1771 this.dmg_inflictor = spectatee.dmg_inflictor;
1772 this.v_angle = spectatee.v_angle;
1773 this.angles = spectatee.v_angle;
1774 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1775 this.revive_progress = spectatee.revive_progress;
1776 this.viewloc = spectatee.viewloc;
1777 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1778 this.fixangle = true;
1779 setorigin(this, spectatee.origin);
1780 setsize(this, spectatee.mins, spectatee.maxs);
1781 SetZoomState(this, CS(spectatee).zoomstate);
1783 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1785 .entity weaponentity = weaponentities[slot];
1786 this.(weaponentity) = spectatee.(weaponentity);
1789 for(int slot = 0; slot < MAX_AXH; ++slot)
1791 this.(AuxiliaryXhair[slot]) = spectatee.(AuxiliaryXhair[slot]);
1794 anticheat_spectatecopy(this, spectatee);
1795 this.hud = spectatee.hud;
1796 if(spectatee.vehicle)
1798 this.angles = spectatee.v_angle;
1800 //this.fixangle = false;
1801 //this.velocity = spectatee.vehicle.velocity;
1802 this.vehicle_health = spectatee.vehicle_health;
1803 this.vehicle_shield = spectatee.vehicle_shield;
1804 this.vehicle_energy = spectatee.vehicle_energy;
1805 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1806 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1807 this.vehicle_reload1 = spectatee.vehicle_reload1;
1808 this.vehicle_reload2 = spectatee.vehicle_reload2;
1810 //msg_entity = this;
1812 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1813 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1814 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1815 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1817 //WriteByte (MSG_ONE, SVC_SETVIEW);
1818 // WriteEntity(MSG_ONE, this);
1819 //makevectors(spectatee.v_angle);
1820 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1824 bool SpectateUpdate(entity this)
1829 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1831 SetSpectatee(this, NULL);
1835 SpectateCopy(this, this.enemy);
1840 bool SpectateSet(entity this)
1842 if(!IS_PLAYER(this.enemy))
1845 ClientData_Touch(this.enemy);
1848 WriteByte(MSG_ONE, SVC_SETVIEW);
1849 WriteEntity(MSG_ONE, this.enemy);
1850 set_movetype(this, MOVETYPE_NONE);
1851 accuracy_resend(this);
1853 if(!SpectateUpdate(this))
1854 PutObserverInServer(this);
1859 void SetSpectatee_status(entity this, int spectatee_num)
1861 int oldspectatee_status = CS(this).spectatee_status;
1862 CS(this).spectatee_status = spectatee_num;
1864 if (CS(this).spectatee_status != oldspectatee_status)
1866 ClientData_Touch(this);
1867 if (g_race || g_cts) race_InitSpectator();
1871 void SetSpectatee(entity this, entity spectatee)
1873 if(IS_BOT_CLIENT(this))
1874 return; // bots abuse .enemy, this code is useless to them
1876 entity old_spectatee = this.enemy;
1878 this.enemy = spectatee;
1881 // these are required to fix the spectator bug with arc
1884 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1886 .entity weaponentity = weaponentities[slot];
1887 if(old_spectatee.(weaponentity).arc_beam)
1888 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1893 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1895 .entity weaponentity = weaponentities[slot];
1896 if(this.enemy.(weaponentity).arc_beam)
1897 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1902 SetSpectatee_status(this, etof(this.enemy));
1904 // needed to update spectator list
1905 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1908 bool Spectate(entity this, entity pl)
1910 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1912 pl = M_ARGV(1, entity);
1914 SetSpectatee(this, pl);
1915 return SpectateSet(this);
1918 bool SpectateNext(entity this)
1920 entity ent = find(this.enemy, classname, STR_PLAYER);
1922 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1923 ent = M_ARGV(1, entity);
1925 ent = find(ent, classname, STR_PLAYER);
1927 if(ent) { SetSpectatee(this, ent); }
1929 return SpectateSet(this);
1932 bool SpectatePrev(entity this)
1934 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1935 entity ent = findchain(classname, STR_PLAYER);
1936 if (!ent) // no player
1940 // skip players until current spectated player
1942 while(ent && ent != this.enemy)
1945 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1947 case MUT_SPECPREV_FOUND:
1948 ent = M_ARGV(1, entity);
1950 case MUT_SPECPREV_RETURN:
1952 case MUT_SPECPREV_CONTINUE:
1963 SetSpectatee(this, ent);
1964 return SpectateSet(this);
1969 ShowRespawnCountdown()
1971 Update a respawn countdown display.
1974 void ShowRespawnCountdown(entity this)
1977 if(!IS_DEAD(this)) // just respawned?
1981 number = ceil(this.respawn_time - time);
1984 if(number <= this.respawn_countdown)
1986 this.respawn_countdown = number - 1;
1987 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
1988 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1993 .bool team_selected;
1994 bool ShowTeamSelection(entity this)
1996 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
1998 stuffcmd(this, "menu_showteamselect\n");
2001 void Join(entity this)
2003 TRANSMUTE(Player, this);
2005 if(!this.team_selected)
2006 if(autocvar_g_campaign || autocvar_g_balance_teams)
2007 JoinBestTeam(this, false, true);
2009 if(autocvar_g_campaign)
2010 campaign_bots_may_start = true;
2012 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2014 PutClientInServer(this);
2017 if(teamplay && this.team != -1)
2018 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2020 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2021 this.team_selected = false;
2025 * Determines whether the player is allowed to join. This depends on cvar
2026 * g_maxplayers, if it isn't used this function always return true, otherwise
2027 * it checks whether the number of currently playing players exceeds g_maxplayers.
2028 * @return int number of free slots for players, 0 if none
2030 int nJoinAllowed(entity this, entity ignore)
2033 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2034 // so report 0 free slots if restricted
2036 if(autocvar_g_forced_team_otherwise == "spectate")
2038 if(autocvar_g_forced_team_otherwise == "spectator")
2042 if(this && this.team_forced < 0)
2043 return 0; // forced spectators can never join
2045 // TODO simplify this
2046 int totalClients = 0;
2047 int currentlyPlaying = 0;
2048 FOREACH_CLIENT(true, {
2051 if(IS_REAL_CLIENT(it))
2052 if(IS_PLAYER(it) || it.caplayer)
2056 float free_slots = 0;
2057 if (!autocvar_g_maxplayers)
2058 free_slots = maxclients - totalClients;
2059 else if(currentlyPlaying < autocvar_g_maxplayers)
2060 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2062 static float join_prevent_msg_time = 0;
2063 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2065 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2066 join_prevent_msg_time = time + 3;
2073 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2074 * g_maxplayers_spectator_blocktime seconds
2076 void checkSpectatorBlock(entity this)
2078 if(IS_SPEC(this) || IS_OBSERVER(this))
2080 if(IS_REAL_CLIENT(this))
2082 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2083 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2089 void PrintWelcomeMessage(entity this)
2091 if(CS(this).motd_actived_time == 0)
2093 if (autocvar_g_campaign) {
2094 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2095 CS(this).motd_actived_time = time;
2096 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2099 if (PHYS_INPUT_BUTTON_INFO(this)) {
2100 CS(this).motd_actived_time = time;
2101 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2105 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2107 if (autocvar_g_campaign) {
2108 if (PHYS_INPUT_BUTTON_INFO(this))
2109 CS(this).motd_actived_time = time;
2110 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2111 CS(this).motd_actived_time = 0;
2112 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2115 if (PHYS_INPUT_BUTTON_INFO(this))
2116 CS(this).motd_actived_time = time;
2117 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2118 CS(this).motd_actived_time = 0;
2119 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2123 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2125 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2126 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2127 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2129 // instanctly hide MOTD
2130 CS(this).motd_actived_time = 0;
2131 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2136 bool joinAllowed(entity this)
2138 if (CS(this).version_mismatch) return false;
2139 if (!nJoinAllowed(this, this)) return false;
2140 if (teamplay && lockteams) return false;
2141 if (ShowTeamSelection(this)) return false;
2142 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2147 bool PlayerThink(entity this)
2149 if (game_stopped || intermission_running) {
2150 this.modelflags &= ~MF_ROCKET;
2151 if(intermission_running)
2152 IntermissionThink(this);
2156 if (timeout_status == TIMEOUT_ACTIVE) {
2157 // don't allow the player to turn around while game is paused
2158 // FIXME turn this into CSQC stuff
2159 this.v_angle = this.lastV_angle;
2160 this.angles = this.lastV_angle;
2161 this.fixangle = true;
2164 if (frametime) player_powerups(this);
2166 if (IS_DEAD(this)) {
2167 if (this.personal && g_race_qualifying) {
2168 if (time > this.respawn_time) {
2169 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2171 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2174 if (frametime) player_anim(this);
2176 if (this.respawn_flags & RESPAWN_DENY)
2178 STAT(RESPAWN_TIME, this) = 0;
2182 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));
2184 switch(this.deadflag)
2188 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2189 this.deadflag = DEAD_RESPAWNING;
2190 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2191 this.deadflag = DEAD_DEAD;
2197 this.deadflag = DEAD_RESPAWNABLE;
2198 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2199 this.deadflag = DEAD_RESPAWNING;
2202 case DEAD_RESPAWNABLE:
2204 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2205 this.deadflag = DEAD_RESPAWNING;
2208 case DEAD_RESPAWNING:
2210 if (time > this.respawn_time)
2212 this.respawn_time = time + 1; // only retry once a second
2213 this.respawn_time_max = this.respawn_time;
2220 ShowRespawnCountdown(this);
2222 if (this.respawn_flags & RESPAWN_SILENT)
2223 STAT(RESPAWN_TIME, this) = 0;
2224 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2226 if (time < this.respawn_time)
2227 STAT(RESPAWN_TIME, this) = this.respawn_time;
2228 else if (this.deadflag != DEAD_RESPAWNING)
2229 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2232 STAT(RESPAWN_TIME, this) = this.respawn_time;
2235 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2236 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2237 STAT(RESPAWN_TIME, this) *= -1;
2242 bool have_hook = false;
2243 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2245 .entity weaponentity = weaponentities[slot];
2246 if(this.(weaponentity).hook.state)
2252 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2255 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2257 } else if (this.vehicle) {
2259 } else if (STAT(FROZEN, this)) {
2266 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2267 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2268 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2270 } else if (this.crouch) {
2271 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2272 if (!trace_startsolid) {
2273 this.crouch = false;
2274 this.view_ofs = STAT(PL_VIEW_OFS, this);
2275 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2279 FixPlayermodel(this);
2281 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2284 this.items &= ~this.items_added;
2286 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2288 .entity weaponentity = weaponentities[slot];
2289 W_WeaponFrame(this, weaponentity);
2293 this.clip_load = this.(weaponentity).clip_load;
2294 this.clip_size = this.(weaponentity).clip_size;
2298 this.items_added = 0;
2299 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2300 this.items_added |= IT_FUEL;
2302 this.items |= this.items_added;
2307 // WEAPONTODO: Add a weapon request for this
2308 // rot vortex charge to the charge limit
2309 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2311 .entity weaponentity = weaponentities[slot];
2312 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2313 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2316 if (frametime) player_anim(this);
2319 secrets_setstatus(this);
2322 monsters_setstatus(this);
2324 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2329 void ObserverThink(entity this)
2331 if ( CS(this).impulse )
2333 MinigameImpulse(this, CS(this).impulse);
2334 CS(this).impulse = 0;
2337 if (this.flags & FL_JUMPRELEASED) {
2338 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2339 this.flags &= ~FL_JUMPRELEASED;
2340 this.flags |= FL_SPAWNING;
2341 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2342 this.flags &= ~FL_JUMPRELEASED;
2343 if(SpectateNext(this)) {
2344 TRANSMUTE(Spectator, this);
2347 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2348 set_movetype(this, preferred_movetype);
2351 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2352 this.flags |= FL_JUMPRELEASED;
2353 if(this.flags & FL_SPAWNING)
2355 this.flags &= ~FL_SPAWNING;
2363 void SpectatorThink(entity this)
2365 if ( CS(this).impulse )
2367 if(MinigameImpulse(this, CS(this).impulse))
2368 CS(this).impulse = 0;
2370 if (CS(this).impulse == IMP_weapon_drop.impulse)
2372 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2373 CS(this).impulse = 0;
2378 if (this.flags & FL_JUMPRELEASED) {
2379 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2380 this.flags &= ~FL_JUMPRELEASED;
2381 this.flags |= FL_SPAWNING;
2382 } 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)) {
2383 this.flags &= ~FL_JUMPRELEASED;
2384 if(SpectateNext(this)) {
2385 TRANSMUTE(Spectator, this);
2387 TRANSMUTE(Observer, this);
2388 PutClientInServer(this);
2390 CS(this).impulse = 0;
2391 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2392 this.flags &= ~FL_JUMPRELEASED;
2393 if(SpectatePrev(this)) {
2394 TRANSMUTE(Spectator, this);
2396 TRANSMUTE(Observer, this);
2397 PutClientInServer(this);
2399 CS(this).impulse = 0;
2400 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2401 this.flags &= ~FL_JUMPRELEASED;
2402 TRANSMUTE(Observer, this);
2403 PutClientInServer(this);
2405 if(!SpectateUpdate(this))
2406 PutObserverInServer(this);
2409 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2410 this.flags |= FL_JUMPRELEASED;
2411 if(this.flags & FL_SPAWNING)
2413 this.flags &= ~FL_SPAWNING;
2418 if(!SpectateUpdate(this))
2419 PutObserverInServer(this);
2422 this.flags |= FL_CLIENT | FL_NOTARGET;
2425 void vehicles_enter (entity pl, entity veh);
2426 void PlayerUseKey(entity this)
2428 if (!IS_PLAYER(this))
2435 vehicles_exit(this.vehicle, VHEF_NORMAL);
2439 else if(autocvar_g_vehicles_enter)
2441 if(!STAT(FROZEN, this))
2445 entity head, closest_target = NULL;
2446 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2448 while(head) // find the closest acceptable target to enter
2450 if(IS_VEHICLE(head))
2452 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2453 if(head.takedamage != DAMAGE_NO)
2457 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2458 { closest_target = head; }
2460 else { closest_target = head; }
2466 if(closest_target) { vehicles_enter(this, closest_target); return; }
2470 // a use key was pressed; call handlers
2471 MUTATOR_CALLHOOK(PlayerUseKey, this);
2479 Called every frame for each client before the physics are run
2482 .float last_vehiclecheck;
2483 void PlayerPreThink (entity this)
2485 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2486 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2488 WarpZone_PlayerPhysics_FixVAngle(this);
2491 // physics frames: update anticheat stuff
2492 anticheat_prethink(this);
2495 if (blockSpectators && frametime) {
2496 // WORKAROUND: only use dropclient in server frames (frametime set).
2497 // Never use it in cl_movement frames (frametime zero).
2498 checkSpectatorBlock(this);
2501 zoomstate_set = false;
2503 // Check for nameless players
2504 if (this.netname == "" || this.netname != CS(this).netname_previous)
2506 bool assume_unchanged = (CS(this).netname_previous == "");
2507 if (isInvisibleString(this.netname))
2509 this.netname = strzone(sprintf("Player#%d", this.playerid));
2510 assume_unchanged = false;
2511 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2513 if (!assume_unchanged && autocvar_sv_eventlog)
2514 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2515 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2516 CS(this).netname_previous = strzone(this.netname);
2520 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2521 CS(this).version_nagtime = 0;
2522 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2524 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2526 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2528 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2529 if (r < 0) { // old client
2530 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2531 } else if (r > 0) { // old server
2532 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2538 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2540 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2541 this.max_armorvalue = 0;
2546 if (STAT(FROZEN, this) == 2)
2548 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2549 this.health = max(1, this.revive_progress * start_health);
2550 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2552 if (this.revive_progress >= 1)
2555 else if (STAT(FROZEN, this) == 3)
2557 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2558 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2560 if (this.health < 1)
2563 vehicles_exit(this.vehicle, VHEF_RELEASE);
2564 if(this.event_damage)
2565 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2567 else if (this.revive_progress <= 0)
2572 MUTATOR_CALLHOOK(PlayerPreThink, this);
2574 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2575 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2577 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2579 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2580 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2582 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2586 if(!it.team || SAME_TEAM(this, it))
2587 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2588 else if(autocvar_g_vehicles_steal)
2589 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2593 this.last_vehiclecheck = time + 1;
2596 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2598 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2600 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2603 if (IS_REAL_CLIENT(this))
2604 PrintWelcomeMessage(this);
2606 if (IS_PLAYER(this)) {
2607 if(!PlayerThink(this))
2610 else if (game_stopped || intermission_running) {
2611 if(intermission_running)
2612 IntermissionThink(this);
2615 else if (IS_OBSERVER(this)) {
2616 ObserverThink(this);
2618 else if (IS_SPEC(this)) {
2619 SpectatorThink(this);
2622 // WEAPONTODO: Add weapon request for this
2623 if (!zoomstate_set) {
2624 bool wep_zoomed = false;
2625 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2627 .entity weaponentity = weaponentities[slot];
2628 Weapon thiswep = this.(weaponentity).m_weapon;
2629 if(thiswep != WEP_Null && thiswep.wr_zoom)
2630 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2632 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2635 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2637 CS(this).teamkill_soundtime = 0;
2639 entity e = CS(this).teamkill_soundsource;
2640 entity oldpusher = e.pusher;
2642 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2643 e.pusher = oldpusher;
2646 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2647 CS(this).taunt_soundtime = 0;
2648 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2651 target_voicescript_next(this);
2653 // WEAPONTODO: Move into weaponsystem somehow
2654 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2655 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2657 .entity weaponentity = weaponentities[slot];
2658 if(this.(weaponentity).m_weapon == WEP_Null)
2659 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2663 void DrownPlayer(entity this)
2668 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2670 if(this.air_finished < time)
2671 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2672 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2674 else if (this.air_finished < time)
2676 if (this.pain_finished < time)
2678 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2679 this.pain_finished = time + 0.5;
2684 .bool move_qcphysics;
2686 void Player_Physics(entity this)
2688 set_movetype(this, this.move_movetype);
2690 if(!this.move_qcphysics)
2693 if(!frametime && !CS(this).pm_frametime)
2696 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2698 CS(this).pm_frametime = 0;
2705 Called every frame for each client after the physics are run
2708 void PlayerPostThink (entity this)
2710 Player_Physics(this);
2713 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2714 if (IS_REAL_CLIENT(this))
2715 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2717 int totalClients = 0;
2718 if(sv_maxidle_slots > 0)
2720 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2726 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2727 { /* do nothing */ }
2728 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2730 if (CS(this).idlekick_lasttimeleft)
2732 CS(this).idlekick_lasttimeleft = 0;
2733 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2738 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2739 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2740 if (!CS(this).idlekick_lasttimeleft)
2741 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2743 if (timeleft <= 0) {
2744 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2748 else if (timeleft <= 10) {
2749 if (timeleft != CS(this).idlekick_lasttimeleft) {
2750 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2752 CS(this).idlekick_lasttimeleft = timeleft;
2761 this.solid = SOLID_NOT;
2762 this.takedamage = DAMAGE_NO;
2763 set_movetype(this, MOVETYPE_NONE);
2766 if (IS_PLAYER(this)) {
2768 UpdateChatBubble(this);
2769 if (CS(this).impulse) ImpulseCommands(this);
2772 CSQCMODEL_AUTOUPDATE(this);
2775 GetPressedKeys(this);
2778 if (this.waypointsprite_attachedforcarrier) {
2779 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2780 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2783 playerdemo_write(this);
2785 CSQCMODEL_AUTOUPDATE(this);
2788 // hack to copy the button fields from the client entity to the Client State
2789 void PM_UpdateButtons(entity this, entity store)
2792 store.impulse = this.impulse;
2795 store.button0 = this.button0;
2796 store.button2 = this.button2;
2797 store.button3 = this.button3;
2798 store.button4 = this.button4;
2799 store.button5 = this.button5;
2800 store.button6 = this.button6;
2801 store.button7 = this.button7;
2802 store.button8 = this.button8;
2803 store.button9 = this.button9;
2804 store.button10 = this.button10;
2805 store.button11 = this.button11;
2806 store.button12 = this.button12;
2807 store.button13 = this.button13;
2808 store.button14 = this.button14;
2809 store.button15 = this.button15;
2810 store.button16 = this.button16;
2811 store.buttonuse = this.buttonuse;
2812 store.buttonchat = this.buttonchat;
2814 store.cursor_active = this.cursor_active;
2815 store.cursor_screen = this.cursor_screen;
2816 store.cursor_trace_start = this.cursor_trace_start;
2817 store.cursor_trace_endpos = this.cursor_trace_endpos;
2818 store.cursor_trace_ent = this.cursor_trace_ent;
2820 store.ping = this.ping;
2821 store.ping_packetloss = this.ping_packetloss;
2822 store.ping_movementloss = this.ping_movementloss;
2824 store.v_angle = this.v_angle;
2825 store.movement = this.movement;