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"
38 #include "../common/triggers/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include "../common/items/_mod.qh"
51 #include "../common/mutators/mutator/waypoints/all.qh"
53 #include "../common/triggers/subs.qh"
54 #include "../common/triggers/triggers.qh"
55 #include "../common/triggers/trigger/secret.qh"
57 #include "../common/minigames/sv_minigames.qh"
59 #include "../common/items/inventory.qh"
61 #include "../common/monsters/sv_monsters.qh"
63 #include "../lib/warpzone/server.qh"
65 STATIC_METHOD(Client, Add, void(Client this, int _team))
68 TRANSMUTE(Player, this);
71 PutClientInServer(this);
74 void PutObserverInServer(entity this);
76 STATIC_METHOD(Client, Remove, void(Client this))
78 TRANSMUTE(Observer, this);
79 PutClientInServer(this);
80 ClientDisconnect(this);
83 void send_CSQC_teamnagger() {
84 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
87 int CountSpectators(entity player, entity to)
89 if(!player) { return 0; } // not sure how, but best to be safe
93 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
101 void WriteSpectators(entity player, entity to)
103 if(!player) { return; } // not sure how, but best to be safe
105 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
107 WriteByte(MSG_ENTITY, num_for_edict(it));
111 bool ClientData_Send(entity this, entity to, int sf)
113 assert(to == this.owner, return false);
116 if (IS_SPEC(e)) e = e.enemy;
119 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
120 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
121 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
122 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
124 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
125 WriteByte(MSG_ENTITY, sf);
128 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
132 float specs = CountSpectators(e, to);
133 WriteByte(MSG_ENTITY, specs);
134 WriteSpectators(e, to);
140 void ClientData_Attach(entity this)
142 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
143 CS(this).clientdata.drawonlytoclient = this;
144 CS(this).clientdata.owner = this;
147 void ClientData_Detach(entity this)
149 delete(CS(this).clientdata);
150 CS(this).clientdata = NULL;
153 void ClientData_Touch(entity e)
155 CS(e).clientdata.SendFlags = 1;
157 // make it spectatable
158 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
161 void SetSpectatee(entity this, entity spectatee);
162 void SetSpectatee_status(entity this, int spectatee_num);
169 Checks if the argument string can be a valid playermodel.
170 Returns a valid one in doubt.
173 string FallbackPlayerModel;
174 string CheckPlayerModel(string plyermodel) {
175 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
177 // note: we cannot summon Don Strunzone here, some player may
178 // still have the model string set. In case anyone manages how
179 // to change a cvar default, we'll have a small leak here.
180 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
182 // only in right path
183 if( substring(plyermodel,0,14) != "models/player/")
184 return FallbackPlayerModel;
185 // only good file extensions
186 if(substring(plyermodel,-4,4) != ".zym")
187 if(substring(plyermodel,-4,4) != ".dpm")
188 if(substring(plyermodel,-4,4) != ".iqm")
189 if(substring(plyermodel,-4,4) != ".md3")
190 if(substring(plyermodel,-4,4) != ".psk")
191 return FallbackPlayerModel;
192 // forbid the LOD models
193 if(substring(plyermodel, -9,5) == "_lod1")
194 return FallbackPlayerModel;
195 if(substring(plyermodel, -9,5) == "_lod2")
196 return FallbackPlayerModel;
197 if(plyermodel != strtolower(plyermodel))
198 return FallbackPlayerModel;
199 // also, restrict to server models
200 if(autocvar_sv_servermodelsonly)
202 if(!fexists(plyermodel))
203 return FallbackPlayerModel;
208 void setplayermodel(entity e, string modelname)
210 precache_model(modelname);
211 _setmodel(e, modelname);
212 player_setupanimsformodel(e);
213 if(!autocvar_g_debug_globalsounds)
214 UpdatePlayerSounds(e);
217 void FixPlayermodel(entity player);
218 /** putting a client as observer in the server */
219 void PutObserverInServer(entity this)
221 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
222 PlayerState_detach(this);
229 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
232 // was a player, recount votes and ready status
233 if(IS_REAL_CLIENT(this))
235 if (vote_called) { VoteCount(false); }
241 entity spot = SelectSpawnPoint(this, true);
242 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
243 this.angles = vec2(spot.angles);
244 this.fixangle = true;
245 // offset it so that the spectator spawns higher off the ground, looks better this way
246 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
247 if (IS_REAL_CLIENT(this))
250 WriteByte(MSG_ONE, SVC_SETVIEW);
251 WriteEntity(MSG_ONE, this);
253 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
254 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
255 if(!autocvar_g_debug_globalsounds)
257 // needed for player sounds
259 FixPlayermodel(this);
261 setmodel(this, MDL_Null);
262 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
263 this.view_ofs = '0 0 0';
266 RemoveGrapplingHooks(this);
267 Portal_ClearAll(this);
269 SetSpectatee(this, NULL);
274 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
278 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
280 WaypointSprite_PlayerDead(this);
282 if (mutator_returnvalue) {
283 // mutator prevents resetting teams+score
285 int old_team_index = Team_TeamToIndex(this.team);
286 this.team = -1; // move this as it is needed to log the player spectating in eventlog
287 MUTATOR_CALLHOOK(Player_ChangedTeam, this, old_team_index, -1);
288 this.frags = FRAGS_SPECTATOR;
289 PlayerScore_Clear(this); // clear scores when needed
292 if (CS(this).killcount != FRAGS_SPECTATOR)
294 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
296 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
297 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
299 if(!CS(this).just_joined)
300 LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
302 CS(this).just_joined = false;
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 this.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;
327 this.armorvalue = 666;
329 this.armorvalue = autocvar_g_balance_armor_start;
330 this.pauserotarmor_finished = 0;
331 this.pauserothealth_finished = 0;
332 this.pauseregen_finished = 0;
333 this.damageforcescale = 0;
335 this.respawn_flags = 0;
336 this.respawn_time = 0;
337 STAT(RESPAWN_TIME, this) = 0;
342 this.pain_finished = 0;
343 this.strength_finished = 0;
344 this.invincible_finished = 0;
345 this.superweapons_finished = 0;
346 this.dphitcontentsmask = 0;
349 setthink(this, func_null);
351 this.deadflag = DEAD_NO;
353 STAT(REVIVE_PROGRESS, this) = 0;
354 this.revival_time = 0;
357 this.weapons = '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.fire_endtime = -1;
377 this.event_damage = 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))
389 int player_getspecies(entity this)
391 get_model_parameters(this.model, this.skin);
392 int s = get_model_parameters_species;
393 get_model_parameters(string_null, 0);
394 if (s < 0) return SPECIES_HUMAN;
398 .float model_randomizer;
399 void FixPlayermodel(entity player)
401 string defaultmodel = "";
403 if(autocvar_sv_defaultcharacter)
409 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
410 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
411 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
412 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
416 if(defaultmodel == "")
418 defaultmodel = autocvar_sv_defaultplayermodel;
419 defaultskin = autocvar_sv_defaultplayerskin;
422 int n = tokenize_console(defaultmodel);
425 defaultmodel = argv(floor(n * CS(player).model_randomizer));
426 // However, do NOT randomize if the player-selected model is in the list.
427 for (int i = 0; i < n; ++i)
428 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
429 defaultmodel = argv(i);
432 int i = strstrofs(defaultmodel, ":", 0);
435 defaultskin = stof(substring(defaultmodel, i+1, -1));
436 defaultmodel = substring(defaultmodel, 0, i);
439 if(autocvar_sv_defaultcharacterskin && !defaultskin)
445 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
446 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
447 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
448 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
453 defaultskin = autocvar_sv_defaultplayerskin;
456 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
457 defaultmodel = M_ARGV(0, string);
458 defaultskin = M_ARGV(1, int);
462 if(defaultmodel != "")
464 if (defaultmodel != player.model)
466 vector m1 = player.mins;
467 vector m2 = player.maxs;
468 setplayermodel (player, defaultmodel);
469 setsize (player, m1, m2);
473 oldskin = player.skin;
474 player.skin = defaultskin;
476 if (player.playermodel != player.model || player.playermodel == "")
478 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
479 vector m1 = player.mins;
480 vector m2 = player.maxs;
481 setplayermodel (player, player.playermodel);
482 setsize (player, m1, m2);
486 if(!autocvar_sv_defaultcharacterskin)
488 oldskin = player.skin;
489 player.skin = stof(player.playerskin);
493 oldskin = player.skin;
494 player.skin = defaultskin;
498 if(chmdl || oldskin != player.skin) // model or skin has changed
500 player.species = player_getspecies(player); // update species
501 if(!autocvar_g_debug_globalsounds)
502 UpdatePlayerSounds(player); // update skin sounds
506 if(strlen(autocvar_sv_defaultplayercolors))
507 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
508 setcolor(player, stof(autocvar_sv_defaultplayercolors));
511 void PutPlayerInServer(entity this)
513 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
515 PlayerState_attach(this);
516 accuracy_resend(this);
519 TeamBalance_JoinBestTeam(this, true);
521 entity spot = SelectSpawnPoint(this, false);
523 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
524 return; // spawn failed
527 TRANSMUTE(Player, this);
529 CS(this).wasplayer = true;
530 this.iscreature = true;
531 this.teleportable = TELEPORT_NORMAL;
532 if(!this.damagedbycontents)
533 IL_PUSH(g_damagedbycontents, this);
534 this.damagedbycontents = true;
535 set_movetype(this, MOVETYPE_WALK);
536 this.solid = SOLID_SLIDEBOX;
537 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
538 if (autocvar_g_playerclip_collisions)
539 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
540 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
541 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
542 this.frags = FRAGS_PLAYER;
543 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
544 this.flags = FL_CLIENT | FL_PICKUPITEMS;
545 if (autocvar__notarget)
546 this.flags |= FL_NOTARGET;
547 this.takedamage = DAMAGE_AIM;
548 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
551 this.ammo_shells = warmup_start_ammo_shells;
552 this.ammo_nails = warmup_start_ammo_nails;
553 this.ammo_rockets = warmup_start_ammo_rockets;
554 this.ammo_cells = warmup_start_ammo_cells;
555 this.ammo_plasma = warmup_start_ammo_plasma;
556 this.ammo_fuel = warmup_start_ammo_fuel;
557 this.health = warmup_start_health;
558 this.armorvalue = warmup_start_armorvalue;
559 this.weapons = WARMUP_START_WEAPONS;
561 this.ammo_shells = start_ammo_shells;
562 this.ammo_nails = start_ammo_nails;
563 this.ammo_rockets = start_ammo_rockets;
564 this.ammo_cells = start_ammo_cells;
565 this.ammo_plasma = start_ammo_plasma;
566 this.ammo_fuel = start_ammo_fuel;
567 this.health = start_health;
568 this.armorvalue = start_armorvalue;
569 this.weapons = start_weapons;
570 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
572 GiveRandomWeapons(this, random_start_weapons_count,
573 autocvar_g_random_start_weapons, random_start_ammo);
576 SetSpectatee_status(this, 0);
578 PS(this).dual_weapons = '0 0 0';
580 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
582 this.items = start_items;
584 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
585 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
586 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
587 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
588 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
589 if (!sv_ready_restart_after_countdown && time < game_starttime)
591 float f = game_starttime - time;
592 this.spawnshieldtime += f;
593 this.pauserotarmor_finished += f;
594 this.pauserothealth_finished += f;
595 this.pauseregen_finished += f;
598 this.damageforcescale = 2;
600 this.respawn_flags = 0;
601 this.respawn_time = 0;
602 STAT(RESPAWN_TIME, this) = 0;
603 this.scale = autocvar_sv_player_scale;
606 this.pain_finished = 0;
608 setthink(this, func_null); // players have no think function
611 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
613 this.deadflag = DEAD_NO;
615 this.angles = spot.angles;
616 this.angles_z = 0; // never spawn tilted even if the spot says to
617 if (IS_BOT_CLIENT(this))
618 this.v_angle = this.angles;
619 this.fixangle = true; // turn this way immediately
620 this.oldvelocity = this.velocity = '0 0 0';
621 this.avelocity = '0 0 0';
622 this.punchangle = '0 0 0';
623 this.punchvector = '0 0 0';
625 this.strength_finished = 0;
626 this.invincible_finished = 0;
627 this.fire_endtime = -1;
628 STAT(REVIVE_PROGRESS, this) = 0;
629 this.revival_time = 0;
631 this.air_finished = time + 12;
632 this.waterlevel = WATERLEVEL_NONE;
633 this.watertype = CONTENT_EMPTY;
635 entity spawnevent = new_pure(spawnevent);
636 spawnevent.owner = this;
637 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
639 // Cut off any still running player sounds.
640 stopsound(this, CH_PLAYER_SINGLE);
643 FixPlayermodel(this);
644 this.drawonlytoclient = NULL;
648 for(int slot = 0; slot < MAX_AXH; ++slot)
650 entity axh = this.(AuxiliaryXhair[slot]);
651 this.(AuxiliaryXhair[slot]) = NULL;
653 if(axh.owner == this && axh != NULL && !wasfreed(axh))
657 this.spawnpoint_targ = NULL;
660 this.view_ofs = STAT(PL_VIEW_OFS, this);
661 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
662 this.spawnorigin = spot.origin;
663 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
664 // don't reset back to last position, even if new position is stuck in solid
665 this.oldorigin = this.origin;
667 IL_REMOVE(g_conveyed, this);
668 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
669 STAT(HUD, this) = HUD_NORMAL;
671 this.event_damage = PlayerDamage;
674 IL_PUSH(g_bot_targets, this);
675 this.bot_attack = true;
676 if(!this.monster_attack)
677 IL_PUSH(g_monster_targets, this);
678 this.monster_attack = true;
679 navigation_dynamicgoal_init(this, false);
681 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
683 // player was spectator
684 if (CS(this).killcount == FRAGS_SPECTATOR) {
685 PlayerScore_Clear(this);
686 CS(this).killcount = 0;
687 CS(this).startplaytime = time;
690 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
692 .entity weaponentity = weaponentities[slot];
693 entity oldwep = this.(weaponentity);
694 CL_SpawnWeaponentity(this, weaponentity);
695 if(oldwep && oldwep.owner == this)
696 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
698 this.alpha = default_player_alpha;
699 this.colormod = '1 1 1' * autocvar_g_player_brightness;
700 this.exteriorweaponentity.alpha = default_weapon_alpha;
702 this.speedrunning = false;
704 target_voicescript_clear(this);
706 // reset fields the weapons may use
707 FOREACH(Weapons, true, {
708 it.wr_resetplayer(it, this);
709 // reload all reloadable weapons
710 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
711 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
713 .entity weaponentity = weaponentities[slot];
714 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
720 string s = spot.target;
721 spot.target = string_null;
722 SUB_UseTargets(spot, this, NULL);
728 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
730 if (autocvar_spawn_debug)
732 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
733 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
736 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
738 .entity weaponentity = weaponentities[slot];
739 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
740 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
742 this.(weaponentity).m_switchweapon = WEP_Null;
743 this.(weaponentity).m_weapon = WEP_Null;
744 this.(weaponentity).weaponname = "";
745 this.(weaponentity).m_switchingweapon = WEP_Null;
746 this.(weaponentity).cnt = -1;
749 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
751 if (!warmup_stage && !this.alivetime)
752 this.alivetime = time;
754 antilag_clear(this, CS(this));
757 /** Called when a client spawns in the server */
758 void PutClientInServer(entity this)
760 if (IS_BOT_CLIENT(this)) {
761 TRANSMUTE(Player, this);
762 } else if (IS_REAL_CLIENT(this)) {
764 WriteByte(MSG_ONE, SVC_SETVIEW);
765 WriteEntity(MSG_ONE, this);
768 TRANSMUTE(Observer, this);
770 SetSpectatee(this, NULL);
774 PS(this).itemkeys = 0;
776 MUTATOR_CALLHOOK(PutClientInServer, this);
778 if (IS_OBSERVER(this)) {
779 PutObserverInServer(this);
780 } else if (IS_PLAYER(this)) {
781 PutPlayerInServer(this);
785 void ClientInit_misc(entity this);
787 // TODO do we need all these fields, or should we stop autodetecting runtime
788 // changes and just have a console command to update this?
789 bool ClientInit_SendEntity(entity this, entity to, int sf)
791 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
794 // MSG_INIT replacement
795 // TODO: make easier to use
797 W_PROP_reload(MSG_ONE, to);
798 ClientInit_misc(this);
799 MUTATOR_CALLHOOK(Ent_Init);
801 void ClientInit_misc(entity this)
803 int channel = MSG_ONE;
804 WriteHeader(channel, ENT_CLIENT_INIT);
805 WriteByte(channel, g_nexball_meter_period * 32);
806 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
807 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
808 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
809 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
810 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
811 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
812 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
813 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
815 if(sv_foginterval && world.fog != "")
816 WriteString(channel, world.fog);
818 WriteString(channel, "");
819 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
820 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
821 WriteByte(channel, serverflags);
822 WriteCoord(channel, autocvar_g_trueaim_minrange);
825 void ClientInit_CheckUpdate(entity this)
827 this.nextthink = time;
828 if(this.count != autocvar_g_balance_armor_blockpercent)
830 this.count = autocvar_g_balance_armor_blockpercent;
833 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
835 this.cnt = autocvar_g_balance_damagepush_speedfactor;
840 void ClientInit_Spawn()
842 entity e = new_pure(clientinit);
843 setthink(e, ClientInit_CheckUpdate);
844 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
846 ClientInit_CheckUpdate(e);
856 // initialize parms for a new player
857 parm1 = -(86400 * 366);
859 MUTATOR_CALLHOOK(SetNewParms);
867 void SetChangeParms (entity this)
869 // save parms for level change
870 parm1 = CS(this).parm_idlesince - time;
872 MUTATOR_CALLHOOK(SetChangeParms);
880 void DecodeLevelParms(entity this)
883 CS(this).parm_idlesince = parm1;
884 if (CS(this).parm_idlesince == -(86400 * 366))
885 CS(this).parm_idlesince = time;
887 // whatever happens, allow 60 seconds of idling directly after connect for map loading
888 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
890 MUTATOR_CALLHOOK(DecodeLevelParms);
897 Called when a client types 'kill' in the console
901 .float clientkill_nexttime;
902 void ClientKill_Now_TeamChange(entity this)
904 if(this.killindicator_teamchange == -1)
906 TeamBalance_JoinBestTeam(this, true);
908 else if(this.killindicator_teamchange == -2)
911 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
912 PutObserverInServer(this);
915 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
916 this.killindicator_teamchange = 0;
919 void ClientKill_Now(entity this)
923 vehicles_exit(this.vehicle, VHEF_RELEASE);
924 if(!this.killindicator_teamchange)
926 this.vehicle_health = -1;
927 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
931 if(this.killindicator && !wasfreed(this.killindicator))
932 delete(this.killindicator);
934 this.killindicator = NULL;
936 if(this.killindicator_teamchange)
937 ClientKill_Now_TeamChange(this);
939 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
941 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
944 // now I am sure the player IS dead
946 void KillIndicator_Think(entity this)
950 this.owner.killindicator = NULL;
955 if (this.owner.alpha < 0 && !this.owner.vehicle)
957 this.owner.killindicator = NULL;
964 ClientKill_Now(this.owner);
967 else if(this.health == 1) // health == 1 means that it's silent
969 this.nextthink = time + 1;
975 setmodel(this, MDL_NUM(this.cnt));
976 if(IS_REAL_CLIENT(this.owner))
979 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
981 this.nextthink = time + 1;
986 float clientkilltime;
987 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
995 killtime = autocvar_g_balance_kill_delay;
997 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
999 killtime = M_ARGV(1, float);
1001 this.killindicator_teamchange = targetteam;
1003 if(!this.killindicator)
1007 killtime = max(killtime, this.clientkill_nexttime - time);
1008 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1011 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1013 ClientKill_Now(this);
1017 starttime = max(time, clientkilltime);
1019 this.killindicator = spawn();
1020 this.killindicator.owner = this;
1021 this.killindicator.scale = 0.5;
1022 setattachment(this.killindicator, this, "");
1023 setorigin(this.killindicator, '0 0 52');
1024 setthink(this.killindicator, KillIndicator_Think);
1025 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1026 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1027 this.killindicator.cnt = ceil(killtime);
1028 this.killindicator.count = bound(0, ceil(killtime), 10);
1029 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1031 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1033 it.killindicator = spawn();
1034 it.killindicator.owner = it;
1035 it.killindicator.scale = 0.5;
1036 setattachment(it.killindicator, it, "");
1037 setorigin(it.killindicator, '0 0 52');
1038 setthink(it.killindicator, KillIndicator_Think);
1039 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1040 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1041 it.killindicator.cnt = ceil(killtime);
1046 if(this.killindicator)
1048 if(targetteam == 0) // just die
1050 this.killindicator.colormod = '0 0 0';
1051 if(IS_REAL_CLIENT(this))
1052 if(this.killindicator.cnt > 0)
1053 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1055 else if(targetteam == -1) // auto
1057 this.killindicator.colormod = '0 1 0';
1058 if(IS_REAL_CLIENT(this))
1059 if(this.killindicator.cnt > 0)
1060 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1062 else if(targetteam == -2) // spectate
1064 this.killindicator.colormod = '0.5 0.5 0.5';
1065 if(IS_REAL_CLIENT(this))
1066 if(this.killindicator.cnt > 0)
1067 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1071 this.killindicator.colormod = Team_ColorRGB(targetteam);
1072 if(IS_REAL_CLIENT(this))
1073 if(this.killindicator.cnt > 0)
1074 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1080 void ClientKill (entity this)
1082 if(game_stopped) return;
1083 if(this.player_blocked) return;
1084 if(STAT(FROZEN, this)) return;
1086 ClientKill_TeamChange(this, 0);
1089 void FixClientCvars(entity e)
1091 // send prediction settings to the client
1092 stuffcmd(e, "\nin_bindmap 0 0\n");
1093 if(autocvar_g_antilag == 3) // client side hitscan
1094 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1095 if(autocvar_sv_gentle)
1096 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1098 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1099 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1101 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1103 MUTATOR_CALLHOOK(FixClientCvars, e);
1106 bool findinlist_abbrev(string tofind, string list)
1108 if(list == "" || tofind == "")
1109 return false; // empty list or search, just return
1111 // this function allows abbreviated strings!
1112 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1120 bool PlayerInIPList(entity p, string iplist)
1122 // some safety checks (never allow local?)
1123 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1126 return findinlist_abbrev(p.netaddress, iplist);
1129 bool PlayerInIDList(entity p, string idlist)
1131 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1135 return findinlist_abbrev(p.crypto_idfp, idlist);
1138 bool PlayerInList(entity player, string list)
1140 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1143 #ifdef DP_EXT_PRECONNECT
1148 Called once (not at each match start) when a client begins a connection to the server
1151 void ClientPreConnect(entity this)
1153 if(autocvar_sv_eventlog)
1155 GameLogEcho(sprintf(":connect:%d:%d:%s",
1158 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1164 string GetClientVersionMessage(entity this)
1166 if (CS(this).version_mismatch) {
1167 if(CS(this).version < autocvar_gameversion) {
1168 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1169 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1171 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1172 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1175 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1179 string getwelcomemessage(entity this)
1181 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1182 string modifications = M_ARGV(0, string);
1186 if(g_weaponarena_random)
1187 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1189 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1191 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1192 modifications = strcat(modifications, ", No start weapons");
1193 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1194 modifications = strcat(modifications, ", Low gravity");
1195 if(g_weapon_stay && !g_cts)
1196 modifications = strcat(modifications, ", Weapons stay");
1198 modifications = strcat(modifications, ", Jet pack");
1199 if(autocvar_g_powerups == 0)
1200 modifications = strcat(modifications, ", No powerups");
1201 if(autocvar_g_powerups > 0)
1202 modifications = strcat(modifications, ", Powerups");
1203 modifications = substring(modifications, 2, strlen(modifications) - 2);
1205 string versionmessage = GetClientVersionMessage(this);
1206 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1208 if(modifications != "")
1209 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1211 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1213 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1214 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1217 if (cache_mutatormsg != "") {
1218 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1221 string mutator_msg = "";
1222 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1223 mutator_msg = M_ARGV(0, string);
1225 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1227 string motd = autocvar_sv_motd;
1229 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1238 Called when a client connects to the server
1241 void ClientConnect(entity this)
1243 if (Ban_MaybeEnforceBanOnce(this)) return;
1244 assert(!IS_CLIENT(this), return);
1245 this.flags |= FL_CLIENT;
1246 assert(player_count >= 0, player_count = 0);
1249 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1251 TRANSMUTE(Client, this);
1252 CS(this).version_nagtime = time + 10 + random() * 10;
1254 // identify the right forced team
1255 if (autocvar_g_campaign)
1257 if (IS_REAL_CLIENT(this)) // only players, not bots
1259 switch (autocvar_g_campaign_forceteam)
1261 case 1: this.team_forced = NUM_TEAM_1; break;
1262 case 2: this.team_forced = NUM_TEAM_2; break;
1263 case 3: this.team_forced = NUM_TEAM_3; break;
1264 case 4: this.team_forced = NUM_TEAM_4; break;
1265 default: this.team_forced = 0;
1269 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1270 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1271 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1272 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1273 else switch (autocvar_g_forced_team_otherwise)
1275 default: this.team_forced = 0; break;
1276 case "red": this.team_forced = NUM_TEAM_1; break;
1277 case "blue": this.team_forced = NUM_TEAM_2; break;
1278 case "yellow": this.team_forced = NUM_TEAM_3; break;
1279 case "pink": this.team_forced = NUM_TEAM_4; break;
1282 this.team_forced = -1;
1285 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1287 int playerid_save = this.playerid;
1288 this.playerid = 0; // silent
1289 TeamBalance_JoinBestTeam(this, false); // if the team number is valid, keep it
1290 this.playerid = playerid_save;
1292 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1293 TRANSMUTE(Observer, this);
1295 if (!teamplay || autocvar_g_balance_teams) {
1296 TRANSMUTE(Player, this);
1297 campaign_bots_may_start = true;
1299 TRANSMUTE(Observer, this); // do it anyway
1303 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1305 // always track bots, don't ask for cl_allow_uidtracking
1306 if (IS_BOT_CLIENT(this))
1307 PlayerStats_GameReport_AddPlayer(this);
1309 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1311 if (autocvar_sv_eventlog)
1312 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1314 LogTeamchange(this.playerid, this.team, TEAM_CHANGE_CONNECT);
1316 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1318 if(teamplay && IS_PLAYER(this))
1319 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1321 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1323 stuffcmd(this, clientstuff, "\n");
1324 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1326 FixClientCvars(this);
1328 // get version info from player
1329 stuffcmd(this, "cmd clientversion $gameversion\n");
1331 // notify about available teams
1334 entity balance = TeamBalance_CheckAllowedTeams(this);
1335 int t = TeamBalance_GetAllowedTeams(balance);
1336 TeamBalance_Destroy(balance);
1337 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1341 stuffcmd(this, "set _teams_available 0\n");
1344 bot_relinkplayerlist();
1346 CS(this).spectatortime = time;
1347 if (blockSpectators)
1349 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1352 CS(this).jointime = time;
1354 if (IS_REAL_CLIENT(this))
1356 if (g_weaponarena_weapons == WEPSET(TUBA))
1357 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1360 if (!sv_foginterval && world.fog != "")
1361 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1363 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1364 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1365 send_CSQC_teamnagger();
1367 CSQCMODEL_AUTOINIT(this);
1369 CS(this).model_randomizer = random();
1371 if (IS_REAL_CLIENT(this))
1372 sv_notice_join(this);
1374 // update physics stats (players can spawn before physics runs)
1375 Physics_UpdateStats(this);
1377 IL_EACH(g_initforplayer, it.init_for_player, {
1378 it.init_for_player(it, this);
1381 Handicap_Initialize(this);
1383 MUTATOR_CALLHOOK(ClientConnect, this);
1385 if (IS_REAL_CLIENT(this))
1387 if (!autocvar_g_campaign && !IS_PLAYER(this))
1389 CS(this).motd_actived_time = -1;
1390 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1398 Called when a client disconnects from the server
1401 .entity chatbubbleentity;
1403 void ClientDisconnect(entity this)
1405 assert(IS_CLIENT(this), return);
1407 PlayerStats_GameReport_FinalizePlayer(this);
1408 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1409 if (CS(this).active_minigame) part_minigame(this);
1410 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1412 if (autocvar_sv_eventlog)
1413 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1415 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1418 SetSpectatee(this, NULL);
1420 MUTATOR_CALLHOOK(ClientDisconnect, this);
1422 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1423 strfree(CS(this).weaponorder_byimpulse);
1424 ClientState_detach(this);
1426 Portal_ClearAll(this);
1430 RemoveGrapplingHooks(this);
1432 // Here, everything has been done that requires this player to be a client.
1434 this.flags &= ~FL_CLIENT;
1436 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1437 if (this.killindicator) delete(this.killindicator);
1439 WaypointSprite_PlayerGone(this);
1441 bot_relinkplayerlist();
1443 strfree(this.clientstatus);
1444 if (this.personal) delete(this.personal);
1448 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1453 void ChatBubbleThink(entity this)
1455 this.nextthink = time;
1456 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1458 if(this.owner) // but why can that ever be NULL?
1459 this.owner.chatbubbleentity = NULL;
1466 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1468 if ( CS(this.owner).active_minigame )
1469 this.mdl = "models/sprites/minigame_busy.iqm";
1470 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1471 this.mdl = "models/misc/chatbubble.spr";
1474 if ( this.model != this.mdl )
1475 _setmodel(this, this.mdl);
1479 void UpdateChatBubble(entity this)
1483 // spawn a chatbubble entity if needed
1484 if (!this.chatbubbleentity)
1486 this.chatbubbleentity = new(chatbubbleentity);
1487 this.chatbubbleentity.owner = this;
1488 this.chatbubbleentity.exteriormodeltoclient = this;
1489 setthink(this.chatbubbleentity, ChatBubbleThink);
1490 this.chatbubbleentity.nextthink = time;
1491 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1492 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1493 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1494 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1495 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1496 //this.chatbubbleentity.model = "";
1497 this.chatbubbleentity.effects = EF_LOWPRECISION;
1502 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1503 // added to the model skins
1504 /*void UpdateColorModHack()
1507 c = this.clientcolors & 15;
1508 // LordHavoc: only bothering to support white, green, red, yellow, blue
1509 if (!teamplay) this.colormod = '0 0 0';
1510 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1511 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1512 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1513 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1514 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1515 else this.colormod = '1 1 1';
1518 void respawn(entity this)
1520 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1522 this.solid = SOLID_NOT;
1523 this.takedamage = DAMAGE_NO;
1524 set_movetype(this, MOVETYPE_FLY);
1525 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1526 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1527 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1528 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1529 if(autocvar_g_respawn_ghosts_maxtime)
1530 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1535 this.effects |= EF_NODRAW; // prevent another CopyBody
1536 PutClientInServer(this);
1539 void play_countdown(entity this, float finished, Sound samp)
1542 if(IS_REAL_CLIENT(this))
1543 if(floor(finished - time - frametime) != floor(finished - time))
1544 if(finished - time < 6)
1545 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1548 void player_powerups(entity this)
1550 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1551 int items_prev = this.items;
1553 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1554 this.modelflags |= MF_ROCKET;
1556 this.modelflags &= ~MF_ROCKET;
1558 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1560 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1563 Fire_ApplyDamage(this);
1564 Fire_ApplyEffect(this);
1568 if (this.items & ITEM_Strength.m_itemid)
1570 play_countdown(this, this.strength_finished, SND_POWEROFF);
1571 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1572 if (time > this.strength_finished)
1574 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1575 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1576 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1581 if (time < this.strength_finished)
1583 this.items = this.items | ITEM_Strength.m_itemid;
1585 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1586 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1589 if (this.items & ITEM_Shield.m_itemid)
1591 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1592 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1593 if (time > this.invincible_finished)
1595 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1596 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1597 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1602 if (time < this.invincible_finished)
1604 this.items = this.items | ITEM_Shield.m_itemid;
1606 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1607 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1610 if (this.items & IT_SUPERWEAPON)
1612 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1614 this.superweapons_finished = 0;
1615 this.items = this.items - (this.items & IT_SUPERWEAPON);
1616 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1617 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1619 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1621 // don't let them run out
1625 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1626 if (time > this.superweapons_finished)
1628 this.items = this.items - (this.items & IT_SUPERWEAPON);
1629 this.weapons &= ~WEPSET_SUPERWEAPONS;
1630 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1631 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1635 else if(this.weapons & WEPSET_SUPERWEAPONS)
1637 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1639 this.items = this.items | IT_SUPERWEAPON;
1641 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1642 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1646 this.superweapons_finished = 0;
1647 this.weapons &= ~WEPSET_SUPERWEAPONS;
1652 this.superweapons_finished = 0;
1656 if(autocvar_g_nodepthtestplayers)
1657 this.effects = this.effects | EF_NODEPTHTEST;
1659 if(autocvar_g_fullbrightplayers)
1660 this.effects = this.effects | EF_FULLBRIGHT;
1662 if (time >= game_starttime)
1663 if (time < this.spawnshieldtime)
1664 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1666 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1669 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1671 if(current > stable)
1673 else if(current > stable - 0.25) // when close enough, "snap"
1676 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1679 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1681 if(current < stable)
1683 else if(current < stable + 0.25) // when close enough, "snap"
1686 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1689 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1691 if(current > rotstable)
1693 if(rotframetime > 0)
1695 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1696 current = max(rotstable, current - rotlinear * rotframetime);
1699 else if(current < regenstable)
1701 if(regenframetime > 0)
1703 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1704 current = min(regenstable, current + regenlinear * regenframetime);
1714 void player_regen(entity this)
1716 float max_mod, regen_mod, rot_mod, limit_mod;
1717 max_mod = regen_mod = rot_mod = limit_mod = 1;
1719 float regen_health = autocvar_g_balance_health_regen;
1720 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1721 float regen_health_rot = autocvar_g_balance_health_rot;
1722 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1723 float regen_health_stable = autocvar_g_balance_health_regenstable;
1724 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1725 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1726 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1727 max_mod = M_ARGV(1, float);
1728 regen_mod = M_ARGV(2, float);
1729 rot_mod = M_ARGV(3, float);
1730 limit_mod = M_ARGV(4, float);
1731 regen_health = M_ARGV(5, float);
1732 regen_health_linear = M_ARGV(6, float);
1733 regen_health_rot = M_ARGV(7, float);
1734 regen_health_rotlinear = M_ARGV(8, float);
1735 regen_health_stable = M_ARGV(9, float);
1736 regen_health_rotstable = M_ARGV(10, float);
1738 if(!mutator_returnvalue)
1739 if(!STAT(FROZEN, this))
1741 float mina, maxa, limith, limita;
1742 maxa = autocvar_g_balance_armor_rotstable;
1743 mina = autocvar_g_balance_armor_regenstable;
1744 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1745 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1747 regen_health_rotstable = regen_health_rotstable * max_mod;
1748 regen_health_stable = regen_health_stable * max_mod;
1749 limith = limith * limit_mod;
1750 limita = limita * limit_mod;
1752 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);
1753 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);
1756 // if player rotted to death... die!
1757 // check this outside above checks, as player may still be able to rot to death
1761 vehicles_exit(this.vehicle, VHEF_RELEASE);
1762 if(this.event_damage)
1763 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1766 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1768 float minf, maxf, limitf;
1770 maxf = autocvar_g_balance_fuel_rotstable;
1771 minf = autocvar_g_balance_fuel_regenstable;
1772 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1774 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);
1776 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1777 // TODO: Remove this hack when all code uses GivePlayerHealth and
1779 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1781 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1783 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1785 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1791 void SetZoomState(entity this, float newzoom)
1793 if(newzoom != CS(this).zoomstate)
1795 CS(this).zoomstate = newzoom;
1796 ClientData_Touch(this);
1798 zoomstate_set = true;
1801 void GetPressedKeys(entity this)
1803 MUTATOR_CALLHOOK(GetPressedKeys, this);
1804 int keys = STAT(PRESSED_KEYS, this);
1805 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1806 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1807 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1808 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1810 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1811 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1812 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1813 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1814 CS(this).pressedkeys = keys; // store for other users
1816 STAT(PRESSED_KEYS, this) = keys;
1820 ======================
1821 spectate mode routines
1822 ======================
1825 void SpectateCopy(entity this, entity spectatee)
1827 TC(Client, this); TC(Client, spectatee);
1829 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1830 PS(this) = PS(spectatee);
1831 this.armortype = spectatee.armortype;
1832 this.armorvalue = spectatee.armorvalue;
1833 this.ammo_cells = spectatee.ammo_cells;
1834 this.ammo_plasma = spectatee.ammo_plasma;
1835 this.ammo_shells = spectatee.ammo_shells;
1836 this.ammo_nails = spectatee.ammo_nails;
1837 this.ammo_rockets = spectatee.ammo_rockets;
1838 this.ammo_fuel = spectatee.ammo_fuel;
1839 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1840 this.health = spectatee.health;
1841 CS(this).impulse = 0;
1842 this.items = spectatee.items;
1843 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1844 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1845 this.strength_finished = spectatee.strength_finished;
1846 this.invincible_finished = spectatee.invincible_finished;
1847 this.superweapons_finished = spectatee.superweapons_finished;
1848 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1849 this.weapons = spectatee.weapons;
1850 this.punchangle = spectatee.punchangle;
1851 this.view_ofs = spectatee.view_ofs;
1852 this.velocity = spectatee.velocity;
1853 this.dmg_take = spectatee.dmg_take;
1854 this.dmg_save = spectatee.dmg_save;
1855 this.dmg_inflictor = spectatee.dmg_inflictor;
1856 this.v_angle = spectatee.v_angle;
1857 this.angles = spectatee.v_angle;
1858 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1859 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1860 this.viewloc = spectatee.viewloc;
1861 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1862 this.fixangle = true;
1863 setorigin(this, spectatee.origin);
1864 setsize(this, spectatee.mins, spectatee.maxs);
1865 SetZoomState(this, CS(spectatee).zoomstate);
1867 anticheat_spectatecopy(this, spectatee);
1868 STAT(HUD, this) = STAT(HUD, spectatee);
1869 if(spectatee.vehicle)
1871 this.angles = spectatee.v_angle;
1873 //this.fixangle = false;
1874 //this.velocity = spectatee.vehicle.velocity;
1875 this.vehicle_health = spectatee.vehicle_health;
1876 this.vehicle_shield = spectatee.vehicle_shield;
1877 this.vehicle_energy = spectatee.vehicle_energy;
1878 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1879 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1880 this.vehicle_reload1 = spectatee.vehicle_reload1;
1881 this.vehicle_reload2 = spectatee.vehicle_reload2;
1883 //msg_entity = this;
1885 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1886 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1887 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1888 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1890 //WriteByte (MSG_ONE, SVC_SETVIEW);
1891 // WriteEntity(MSG_ONE, this);
1892 //makevectors(spectatee.v_angle);
1893 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1897 bool SpectateUpdate(entity this)
1902 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1904 SetSpectatee(this, NULL);
1908 SpectateCopy(this, this.enemy);
1913 bool SpectateSet(entity this)
1915 if(!IS_PLAYER(this.enemy))
1918 ClientData_Touch(this.enemy);
1921 WriteByte(MSG_ONE, SVC_SETVIEW);
1922 WriteEntity(MSG_ONE, this.enemy);
1923 set_movetype(this, MOVETYPE_NONE);
1924 accuracy_resend(this);
1926 if(!SpectateUpdate(this))
1927 PutObserverInServer(this);
1932 void SetSpectatee_status(entity this, int spectatee_num)
1934 int oldspectatee_status = CS(this).spectatee_status;
1935 CS(this).spectatee_status = spectatee_num;
1937 if (CS(this).spectatee_status != oldspectatee_status)
1939 ClientData_Touch(this);
1940 if (g_race || g_cts) race_InitSpectator();
1944 void SetSpectatee(entity this, entity spectatee)
1946 if(IS_BOT_CLIENT(this))
1947 return; // bots abuse .enemy, this code is useless to them
1949 entity old_spectatee = this.enemy;
1951 this.enemy = spectatee;
1954 // these are required to fix the spectator bug with arc
1957 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1959 .entity weaponentity = weaponentities[slot];
1960 if(old_spectatee.(weaponentity).arc_beam)
1961 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1966 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1968 .entity weaponentity = weaponentities[slot];
1969 if(this.enemy.(weaponentity).arc_beam)
1970 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1975 SetSpectatee_status(this, etof(this.enemy));
1977 // needed to update spectator list
1978 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1981 bool Spectate(entity this, entity pl)
1983 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1985 pl = M_ARGV(1, entity);
1987 SetSpectatee(this, pl);
1988 return SpectateSet(this);
1991 bool SpectateNext(entity this)
1993 entity ent = find(this.enemy, classname, STR_PLAYER);
1995 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1996 ent = M_ARGV(1, entity);
1998 ent = find(ent, classname, STR_PLAYER);
2000 if(ent) { SetSpectatee(this, ent); }
2002 return SpectateSet(this);
2005 bool SpectatePrev(entity this)
2007 // NOTE: chain order is from the highest to the lower entnum (unlike find)
2008 entity ent = findchain(classname, STR_PLAYER);
2009 if (!ent) // no player
2013 // skip players until current spectated player
2015 while(ent && ent != this.enemy)
2018 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2020 case MUT_SPECPREV_FOUND:
2021 ent = M_ARGV(1, entity);
2023 case MUT_SPECPREV_RETURN:
2025 case MUT_SPECPREV_CONTINUE:
2036 SetSpectatee(this, ent);
2037 return SpectateSet(this);
2042 ShowRespawnCountdown()
2044 Update a respawn countdown display.
2047 void ShowRespawnCountdown(entity this)
2050 if(!IS_DEAD(this)) // just respawned?
2054 number = ceil(this.respawn_time - time);
2057 if(number <= this.respawn_countdown)
2059 this.respawn_countdown = number - 1;
2060 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
2061 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2066 .bool team_selected;
2067 bool ShowTeamSelection(entity this)
2069 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2071 stuffcmd(this, "menu_showteamselect\n");
2074 void Join(entity this)
2076 TRANSMUTE(Player, this);
2078 if(!this.team_selected)
2079 if(autocvar_g_campaign || autocvar_g_balance_teams)
2080 TeamBalance_JoinBestTeam(this, true);
2082 if(autocvar_g_campaign)
2083 campaign_bots_may_start = true;
2085 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2087 PutClientInServer(this);
2090 if(teamplay && this.team != -1)
2091 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2093 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2094 this.team_selected = false;
2098 * Determines whether the player is allowed to join. This depends on cvar
2099 * g_maxplayers, if it isn't used this function always return true, otherwise
2100 * it checks whether the number of currently playing players exceeds g_maxplayers.
2101 * @return int number of free slots for players, 0 if none
2103 int nJoinAllowed(entity this, entity ignore)
2106 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2107 // so report 0 free slots if restricted
2109 if(autocvar_g_forced_team_otherwise == "spectate")
2111 if(autocvar_g_forced_team_otherwise == "spectator")
2115 if(this && this.team_forced < 0)
2116 return 0; // forced spectators can never join
2118 // TODO simplify this
2119 int totalClients = 0;
2120 int currentlyPlaying = 0;
2121 FOREACH_CLIENT(true, {
2124 if(IS_REAL_CLIENT(it))
2125 if(IS_PLAYER(it) || it.caplayer)
2129 float free_slots = 0;
2130 if (!autocvar_g_maxplayers)
2131 free_slots = maxclients - totalClients;
2132 else if(currentlyPlaying < autocvar_g_maxplayers)
2133 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2135 static float join_prevent_msg_time = 0;
2136 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2138 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2139 join_prevent_msg_time = time + 3;
2146 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2147 * g_maxplayers_spectator_blocktime seconds
2149 void checkSpectatorBlock(entity this)
2151 if(IS_SPEC(this) || IS_OBSERVER(this))
2153 if(IS_REAL_CLIENT(this))
2155 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2156 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2162 void PrintWelcomeMessage(entity this)
2164 if(CS(this).motd_actived_time == 0)
2166 if (autocvar_g_campaign) {
2167 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2168 CS(this).motd_actived_time = time;
2169 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2172 if (PHYS_INPUT_BUTTON_INFO(this)) {
2173 CS(this).motd_actived_time = time;
2174 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2178 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2180 if (autocvar_g_campaign) {
2181 if (PHYS_INPUT_BUTTON_INFO(this))
2182 CS(this).motd_actived_time = time;
2183 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2184 CS(this).motd_actived_time = 0;
2185 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2188 if (PHYS_INPUT_BUTTON_INFO(this))
2189 CS(this).motd_actived_time = time;
2190 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2191 CS(this).motd_actived_time = 0;
2192 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2196 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2198 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2199 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2200 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2202 // instanctly hide MOTD
2203 CS(this).motd_actived_time = 0;
2204 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2209 bool joinAllowed(entity this)
2211 if (CS(this).version_mismatch) return false;
2212 if (!nJoinAllowed(this, this)) return false;
2213 if (teamplay && lockteams) return false;
2214 if (ShowTeamSelection(this)) return false;
2215 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2220 .string shootfromfixedorigin;
2221 bool PlayerThink(entity this)
2223 if (game_stopped || intermission_running) {
2224 this.modelflags &= ~MF_ROCKET;
2225 if(intermission_running)
2226 IntermissionThink(this);
2230 if (timeout_status == TIMEOUT_ACTIVE) {
2231 // don't allow the player to turn around while game is paused
2232 // FIXME turn this into CSQC stuff
2233 this.v_angle = this.lastV_angle;
2234 this.angles = this.lastV_angle;
2235 this.fixangle = true;
2238 if (frametime) player_powerups(this);
2240 if (IS_DEAD(this)) {
2241 if (this.personal && g_race_qualifying) {
2242 if (time > this.respawn_time) {
2243 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2245 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2248 if (frametime) player_anim(this);
2250 if (this.respawn_flags & RESPAWN_DENY)
2252 STAT(RESPAWN_TIME, this) = 0;
2256 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));
2258 switch(this.deadflag)
2262 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2263 this.deadflag = DEAD_RESPAWNING;
2264 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2265 this.deadflag = DEAD_DEAD;
2271 this.deadflag = DEAD_RESPAWNABLE;
2272 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2273 this.deadflag = DEAD_RESPAWNING;
2276 case DEAD_RESPAWNABLE:
2278 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2279 this.deadflag = DEAD_RESPAWNING;
2282 case DEAD_RESPAWNING:
2284 if (time > this.respawn_time)
2286 this.respawn_time = time + 1; // only retry once a second
2287 this.respawn_time_max = this.respawn_time;
2294 ShowRespawnCountdown(this);
2296 if (this.respawn_flags & RESPAWN_SILENT)
2297 STAT(RESPAWN_TIME, this) = 0;
2298 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2300 if (time < this.respawn_time)
2301 STAT(RESPAWN_TIME, this) = this.respawn_time;
2302 else if (this.deadflag != DEAD_RESPAWNING)
2303 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2306 STAT(RESPAWN_TIME, this) = this.respawn_time;
2309 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2310 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2311 STAT(RESPAWN_TIME, this) *= -1;
2316 FixPlayermodel(this);
2318 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2319 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2320 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2323 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2326 this.items &= ~this.items_added;
2328 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2330 .entity weaponentity = weaponentities[slot];
2331 W_WeaponFrame(this, weaponentity);
2334 this.items_added = 0;
2335 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2336 this.items_added |= IT_FUEL;
2338 this.items |= this.items_added;
2343 // WEAPONTODO: Add a weapon request for this
2344 // rot vortex charge to the charge limit
2345 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2347 .entity weaponentity = weaponentities[slot];
2348 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2349 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2352 if (frametime) player_anim(this);
2355 secrets_setstatus(this);
2358 monsters_setstatus(this);
2360 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2365 void ObserverThink(entity this)
2367 if ( CS(this).impulse )
2369 MinigameImpulse(this, CS(this).impulse);
2370 CS(this).impulse = 0;
2373 if (this.flags & FL_JUMPRELEASED) {
2374 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2375 this.flags &= ~FL_JUMPRELEASED;
2376 this.flags |= FL_SPAWNING;
2377 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2378 this.flags &= ~FL_JUMPRELEASED;
2379 if(SpectateNext(this)) {
2380 TRANSMUTE(Spectator, this);
2383 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2384 set_movetype(this, preferred_movetype);
2387 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2388 this.flags |= FL_JUMPRELEASED;
2389 if(this.flags & FL_SPAWNING)
2391 this.flags &= ~FL_SPAWNING;
2399 void SpectatorThink(entity this)
2401 if ( CS(this).impulse )
2403 if(MinigameImpulse(this, CS(this).impulse))
2404 CS(this).impulse = 0;
2406 if (CS(this).impulse == IMP_weapon_drop.impulse)
2408 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2409 CS(this).impulse = 0;
2414 if (this.flags & FL_JUMPRELEASED) {
2415 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2416 this.flags &= ~FL_JUMPRELEASED;
2417 this.flags |= FL_SPAWNING;
2418 } 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)) {
2419 this.flags &= ~FL_JUMPRELEASED;
2420 if(SpectateNext(this)) {
2421 TRANSMUTE(Spectator, this);
2423 TRANSMUTE(Observer, this);
2424 PutClientInServer(this);
2426 CS(this).impulse = 0;
2427 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2428 this.flags &= ~FL_JUMPRELEASED;
2429 if(SpectatePrev(this)) {
2430 TRANSMUTE(Spectator, this);
2432 TRANSMUTE(Observer, this);
2433 PutClientInServer(this);
2435 CS(this).impulse = 0;
2436 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2437 this.flags &= ~FL_JUMPRELEASED;
2438 TRANSMUTE(Observer, this);
2439 PutClientInServer(this);
2441 if(!SpectateUpdate(this))
2442 PutObserverInServer(this);
2445 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2446 this.flags |= FL_JUMPRELEASED;
2447 if(this.flags & FL_SPAWNING)
2449 this.flags &= ~FL_SPAWNING;
2454 if(!SpectateUpdate(this))
2455 PutObserverInServer(this);
2458 this.flags |= FL_CLIENT | FL_NOTARGET;
2461 void vehicles_enter (entity pl, entity veh);
2462 void PlayerUseKey(entity this)
2464 if (!IS_PLAYER(this))
2471 vehicles_exit(this.vehicle, VHEF_NORMAL);
2475 else if(autocvar_g_vehicles_enter)
2477 if(!STAT(FROZEN, this))
2481 entity head, closest_target = NULL;
2482 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2484 while(head) // find the closest acceptable target to enter
2486 if(IS_VEHICLE(head))
2488 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2489 if(head.takedamage != DAMAGE_NO)
2493 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2494 { closest_target = head; }
2496 else { closest_target = head; }
2502 if(closest_target) { vehicles_enter(this, closest_target); return; }
2506 // a use key was pressed; call handlers
2507 MUTATOR_CALLHOOK(PlayerUseKey, this);
2515 Called every frame for each client before the physics are run
2518 .float last_vehiclecheck;
2519 void PlayerPreThink (entity this)
2521 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2522 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2524 WarpZone_PlayerPhysics_FixVAngle(this);
2527 // physics frames: update anticheat stuff
2528 anticheat_prethink(this);
2531 if (blockSpectators && frametime) {
2532 // WORKAROUND: only use dropclient in server frames (frametime set).
2533 // Never use it in cl_movement frames (frametime zero).
2534 checkSpectatorBlock(this);
2537 zoomstate_set = false;
2539 // Check for nameless players
2540 if (this.netname == "" || this.netname != CS(this).netname_previous)
2542 bool assume_unchanged = (CS(this).netname_previous == "");
2543 if (isInvisibleString(this.netname))
2545 this.netname = strzone(sprintf("Player#%d", this.playerid));
2546 assume_unchanged = false;
2547 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2549 if (!assume_unchanged && autocvar_sv_eventlog)
2550 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2551 strcpy(CS(this).netname_previous, this.netname);
2555 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2556 CS(this).version_nagtime = 0;
2557 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2559 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2561 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2563 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2564 if (r < 0) { // old client
2565 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2566 } else if (r > 0) { // old server
2567 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2573 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2575 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2576 this.max_armorvalue = 0;
2581 if (STAT(FROZEN, this) == 2)
2583 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2584 this.health = max(1, STAT(REVIVE_PROGRESS, this) * start_health);
2585 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2587 if (STAT(REVIVE_PROGRESS, this) >= 1)
2590 else if (STAT(FROZEN, this) == 3)
2592 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2593 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this) );
2595 if (this.health < 1)
2598 vehicles_exit(this.vehicle, VHEF_RELEASE);
2599 if(this.event_damage)
2600 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2602 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2607 MUTATOR_CALLHOOK(PlayerPreThink, this);
2609 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2610 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2612 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2614 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2615 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2617 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2621 if(!it.team || SAME_TEAM(this, it))
2622 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2623 else if(autocvar_g_vehicles_steal)
2624 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2628 this.last_vehiclecheck = time + 1;
2631 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2633 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2635 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2638 if (IS_REAL_CLIENT(this))
2639 PrintWelcomeMessage(this);
2641 if (IS_PLAYER(this)) {
2642 if(!PlayerThink(this))
2645 else if (game_stopped || intermission_running) {
2646 if(intermission_running)
2647 IntermissionThink(this);
2650 else if (IS_OBSERVER(this)) {
2651 ObserverThink(this);
2653 else if (IS_SPEC(this)) {
2654 SpectatorThink(this);
2657 // WEAPONTODO: Add weapon request for this
2658 if (!zoomstate_set) {
2659 bool wep_zoomed = false;
2660 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2662 .entity weaponentity = weaponentities[slot];
2663 Weapon thiswep = this.(weaponentity).m_weapon;
2664 if(thiswep != WEP_Null && thiswep.wr_zoom)
2665 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2667 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2670 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2672 CS(this).teamkill_soundtime = 0;
2674 entity e = CS(this).teamkill_soundsource;
2675 entity oldpusher = e.pusher;
2677 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2678 e.pusher = oldpusher;
2681 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2682 CS(this).taunt_soundtime = 0;
2683 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2686 target_voicescript_next(this);
2688 // WEAPONTODO: Move into weaponsystem somehow
2689 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2690 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2692 .entity weaponentity = weaponentities[slot];
2693 if(this.(weaponentity).m_weapon == WEP_Null)
2694 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2698 void DrownPlayer(entity this)
2700 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2703 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2705 if(this.air_finished < time)
2706 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2707 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2709 else if (this.air_finished < time)
2711 if (this.pain_finished < time)
2713 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');
2714 this.pain_finished = time + 0.5;
2719 .bool move_qcphysics;
2721 void Player_Physics(entity this)
2723 set_movetype(this, this.move_movetype);
2725 if(!this.move_qcphysics)
2728 if(!frametime && !CS(this).pm_frametime)
2731 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2733 CS(this).pm_frametime = 0;
2740 Called every frame for each client after the physics are run
2743 void PlayerPostThink (entity this)
2745 Player_Physics(this);
2748 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2749 if (IS_REAL_CLIENT(this))
2750 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2752 int totalClients = 0;
2753 if(sv_maxidle_slots > 0)
2755 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2761 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2762 { /* do nothing */ }
2763 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2765 if (CS(this).idlekick_lasttimeleft)
2767 CS(this).idlekick_lasttimeleft = 0;
2768 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2773 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2774 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2775 if (!CS(this).idlekick_lasttimeleft)
2776 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2778 if (timeleft <= 0) {
2779 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2783 else if (timeleft <= 10) {
2784 if (timeleft != CS(this).idlekick_lasttimeleft) {
2785 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2787 CS(this).idlekick_lasttimeleft = timeleft;
2796 this.solid = SOLID_NOT;
2797 this.takedamage = DAMAGE_NO;
2798 set_movetype(this, MOVETYPE_NONE);
2801 if (IS_PLAYER(this)) {
2802 if(this.death_time == time && IS_DEAD(this))
2804 // player's bbox gets resized now, instead of in the damage event that killed the player,
2805 // once all the damage events of this frame have been processed with normal size
2807 setsize(this, this.mins, this.maxs);
2810 UpdateChatBubble(this);
2811 if (CS(this).impulse) ImpulseCommands(this);
2814 CSQCMODEL_AUTOUPDATE(this);
2817 GetPressedKeys(this);
2820 if (this.waypointsprite_attachedforcarrier) {
2821 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2822 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2825 playerdemo_write(this);
2827 CSQCMODEL_AUTOUPDATE(this);
2830 // hack to copy the button fields from the client entity to the Client State
2831 void PM_UpdateButtons(entity this, entity store)
2834 store.impulse = this.impulse;
2837 bool typing = this.buttonchat;
2839 store.button0 = (typing) ? 0 : this.button0;
2841 store.button2 = (typing) ? 0 : this.button2;
2842 store.button3 = (typing) ? 0 : this.button3;
2843 store.button4 = this.button4;
2844 store.button5 = (typing) ? 0 : this.button5;
2845 store.button6 = this.button6;
2846 store.button7 = this.button7;
2847 store.button8 = this.button8;
2848 store.button9 = this.button9;
2849 store.button10 = this.button10;
2850 store.button11 = this.button11;
2851 store.button12 = this.button12;
2852 store.button13 = this.button13;
2853 store.button14 = this.button14;
2854 store.button15 = this.button15;
2855 store.button16 = this.button16;
2856 store.buttonuse = this.buttonuse;
2857 store.buttonchat = this.buttonchat;
2859 store.cursor_active = this.cursor_active;
2860 store.cursor_screen = this.cursor_screen;
2861 store.cursor_trace_start = this.cursor_trace_start;
2862 store.cursor_trace_endpos = this.cursor_trace_endpos;
2863 store.cursor_trace_ent = this.cursor_trace_ent;
2865 store.ping = this.ping;
2866 store.ping_packetloss = this.ping_packetloss;
2867 store.ping_movementloss = this.ping_movementloss;
2869 store.v_angle = this.v_angle;
2870 store.movement = (typing) ? '0 0 0' : this.movement;
2873 NET_HANDLE(fpsreport, bool)
2875 int fps = ReadShort();
2876 PlayerScore_Set(sender, SP_FPS, fps);