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 "spawnpoints.qh"
14 #include "resources.qh"
15 #include "g_damage.qh"
16 #include "handicap.qh"
18 #include "command/common.qh"
19 #include "command/vote.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
34 #include <common/effects/qc/globalsound.qh>
36 #include "../common/mapobjects/func/conveyor.qh"
37 #include "../common/mapobjects/teleporters.qh"
38 #include "../common/mapobjects/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include <common/vehicles/sv_vehicles.qh>
51 #include "../common/items/_mod.qh"
53 #include "../common/mutators/mutator/waypoints/all.qh"
54 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
55 #include <common/gamemodes/_mod.qh>
57 #include "../common/mapobjects/subs.qh"
58 #include "../common/mapobjects/triggers.qh"
59 #include "../common/mapobjects/trigger/secret.qh"
61 #include "../common/minigames/sv_minigames.qh"
63 #include "../common/items/inventory.qh"
65 #include "../common/monsters/sv_monsters.qh"
67 #include "../lib/warpzone/server.qh"
69 #include <common/mutators/mutator/overkill/oknex.qh>
71 STATIC_METHOD(Client, Add, void(Client this, int _team))
74 TRANSMUTE(Player, this);
77 PutClientInServer(this);
80 STATIC_METHOD(Client, Remove, void(Client this))
82 TRANSMUTE(Observer, this);
83 PutClientInServer(this);
84 ClientDisconnect(this);
87 void send_CSQC_teamnagger() {
88 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
91 int CountSpectators(entity player, entity to)
93 if(!player) { return 0; } // not sure how, but best to be safe
97 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
105 void WriteSpectators(entity player, entity to)
107 if(!player) { return; } // not sure how, but best to be safe
109 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
111 WriteByte(MSG_ENTITY, num_for_edict(it));
115 bool ClientData_Send(entity this, entity to, int sf)
117 assert(to == this.owner, return false);
120 if (IS_SPEC(e)) e = e.enemy;
123 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
124 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
125 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
126 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
128 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
129 WriteByte(MSG_ENTITY, sf);
132 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
136 float specs = CountSpectators(e, to);
137 WriteByte(MSG_ENTITY, specs);
138 WriteSpectators(e, to);
144 void ClientData_Attach(entity this)
146 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
147 CS(this).clientdata.drawonlytoclient = this;
148 CS(this).clientdata.owner = this;
151 void ClientData_Detach(entity this)
153 delete(CS(this).clientdata);
154 CS(this).clientdata = NULL;
157 void ClientData_Touch(entity e)
159 entity cd = CS(e).clientdata;
160 if (cd) { cd.SendFlags = 1; }
162 // make it spectatable
163 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
165 entity cd = CS(it).clientdata;
166 if (cd) { cd.SendFlags = 1; }
175 Checks if the argument string can be a valid playermodel.
176 Returns a valid one in doubt.
179 string FallbackPlayerModel;
180 string CheckPlayerModel(string plyermodel) {
181 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
183 // note: we cannot summon Don Strunzone here, some player may
184 // still have the model string set. In case anyone manages how
185 // to change a cvar default, we'll have a small leak here.
186 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
188 // only in right path
189 if( substring(plyermodel,0,14) != "models/player/")
190 return FallbackPlayerModel;
191 // only good file extensions
192 if(substring(plyermodel,-4,4) != ".zym")
193 if(substring(plyermodel,-4,4) != ".dpm")
194 if(substring(plyermodel,-4,4) != ".iqm")
195 if(substring(plyermodel,-4,4) != ".md3")
196 if(substring(plyermodel,-4,4) != ".psk")
197 return FallbackPlayerModel;
198 // forbid the LOD models
199 if(substring(plyermodel, -9,5) == "_lod1")
200 return FallbackPlayerModel;
201 if(substring(plyermodel, -9,5) == "_lod2")
202 return FallbackPlayerModel;
203 if(plyermodel != strtolower(plyermodel))
204 return FallbackPlayerModel;
205 // also, restrict to server models
206 if(autocvar_sv_servermodelsonly)
208 if(!fexists(plyermodel))
209 return FallbackPlayerModel;
214 void setplayermodel(entity e, string modelname)
216 precache_model(modelname);
217 _setmodel(e, modelname);
218 player_setupanimsformodel(e);
219 if(!autocvar_g_debug_globalsounds)
220 UpdatePlayerSounds(e);
223 /** putting a client as observer in the server */
224 void PutObserverInServer(entity this)
226 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
227 PlayerState_detach(this);
231 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
234 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
237 // was a player, recount votes and ready status
238 if(IS_REAL_CLIENT(this))
240 if (vote_called) { VoteCount(false); }
246 entity spot = SelectSpawnPoint(this, true);
247 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
248 this.angles = vec2(spot.angles);
249 this.fixangle = true;
250 // offset it so that the spectator spawns higher off the ground, looks better this way
251 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
252 if (IS_REAL_CLIENT(this))
255 WriteByte(MSG_ONE, SVC_SETVIEW);
256 WriteEntity(MSG_ONE, this);
258 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
259 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
260 if(!autocvar_g_debug_globalsounds)
262 // needed for player sounds
264 FixPlayermodel(this);
266 setmodel(this, MDL_Null);
267 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
268 this.view_ofs = '0 0 0';
271 RemoveGrapplingHooks(this);
272 Portal_ClearAll(this);
274 SetSpectatee(this, NULL);
279 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
283 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
285 WaypointSprite_PlayerDead(this);
287 if (mutator_returnvalue) {
288 // mutator prevents resetting teams+score
290 Player_SetTeamIndex(this, -1);
291 this.frags = FRAGS_SPECTATOR;
292 PlayerScore_Clear(this); // clear scores when needed
295 if (CS(this).killcount != FRAGS_SPECTATOR)
297 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
299 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
300 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
302 if(!CS(this).just_joined)
303 LogTeamchange(this.playerid, -1, TEAM_CHANGE_SPECTATOR);
305 CS(this).just_joined = false;
308 accuracy_resend(this);
310 CS(this).spectatortime = time;
312 IL_REMOVE(g_bot_targets, this);
313 this.bot_attack = false;
314 if(this.monster_attack)
315 IL_REMOVE(g_monster_targets, this);
316 this.monster_attack = false;
317 STAT(HUD, this) = HUD_NORMAL;
318 TRANSMUTE(Observer, this);
319 this.iscreature = false;
320 this.teleportable = TELEPORT_SIMPLE;
321 if(this.damagedbycontents)
322 IL_REMOVE(g_damagedbycontents, this);
323 this.damagedbycontents = false;
324 SetResourceAmountExplicit(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
325 SetSpectatee_status(this, etof(this));
326 this.takedamage = DAMAGE_NO;
327 this.solid = SOLID_NOT;
328 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
329 this.flags = FL_CLIENT | FL_NOTARGET;
331 SetResourceAmountExplicit(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
332 this.pauserotarmor_finished = 0;
333 this.pauserothealth_finished = 0;
334 this.pauseregen_finished = 0;
335 this.damageforcescale = 0;
337 this.respawn_flags = 0;
338 this.respawn_time = 0;
339 STAT(RESPAWN_TIME, this) = 0;
344 this.pain_finished = 0;
345 this.strength_finished = 0;
346 this.invincible_finished = 0;
347 this.superweapons_finished = 0;
348 this.dphitcontentsmask = 0;
351 setthink(this, func_null);
353 this.deadflag = DEAD_NO;
355 STAT(REVIVE_PROGRESS, this) = 0;
356 this.revival_time = 0;
359 STAT(WEAPONS, this) = '0 0 0';
360 this.drawonlytoclient = this;
364 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
366 this.weaponmodel = "";
367 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
369 this.weaponentities[slot] = NULL;
371 this.exteriorweaponentity = NULL;
372 CS(this).killcount = FRAGS_SPECTATOR;
373 this.velocity = '0 0 0';
374 this.avelocity = '0 0 0';
375 this.punchangle = '0 0 0';
376 this.punchvector = '0 0 0';
377 this.oldvelocity = this.velocity;
378 this.fire_endtime = -1;
379 this.event_damage = func_null;
380 this.event_heal = func_null;
382 for(int slot = 0; slot < MAX_AXH; ++slot)
384 entity axh = this.(AuxiliaryXhair[slot]);
385 this.(AuxiliaryXhair[slot]) = NULL;
387 if(axh.owner == this && axh != NULL && !wasfreed(axh))
392 int player_getspecies(entity this)
394 get_model_parameters(this.model, this.skin);
395 int s = get_model_parameters_species;
396 get_model_parameters(string_null, 0);
397 if (s < 0) return SPECIES_HUMAN;
401 .float model_randomizer;
402 void FixPlayermodel(entity player)
404 string defaultmodel = "";
406 if(autocvar_sv_defaultcharacter)
412 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
413 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
414 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
415 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
419 if(defaultmodel == "")
421 defaultmodel = autocvar_sv_defaultplayermodel;
422 defaultskin = autocvar_sv_defaultplayerskin;
425 int n = tokenize_console(defaultmodel);
428 defaultmodel = argv(floor(n * CS(player).model_randomizer));
429 // However, do NOT randomize if the player-selected model is in the list.
430 for (int i = 0; i < n; ++i)
431 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
432 defaultmodel = argv(i);
435 int i = strstrofs(defaultmodel, ":", 0);
438 defaultskin = stof(substring(defaultmodel, i+1, -1));
439 defaultmodel = substring(defaultmodel, 0, i);
442 if(autocvar_sv_defaultcharacterskin && !defaultskin)
448 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
449 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
450 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
451 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
456 defaultskin = autocvar_sv_defaultplayerskin;
459 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
460 defaultmodel = M_ARGV(0, string);
461 defaultskin = M_ARGV(1, int);
465 if(defaultmodel != "")
467 if (defaultmodel != player.model)
469 vector m1 = player.mins;
470 vector m2 = player.maxs;
471 setplayermodel (player, defaultmodel);
472 setsize (player, m1, m2);
476 oldskin = player.skin;
477 player.skin = defaultskin;
479 if (player.playermodel != player.model || player.playermodel == "")
481 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
482 vector m1 = player.mins;
483 vector m2 = player.maxs;
484 setplayermodel (player, player.playermodel);
485 setsize (player, m1, m2);
489 if(!autocvar_sv_defaultcharacterskin)
491 oldskin = player.skin;
492 player.skin = stof(player.playerskin);
496 oldskin = player.skin;
497 player.skin = defaultskin;
501 if(chmdl || oldskin != player.skin) // model or skin has changed
503 player.species = player_getspecies(player); // update species
504 if(!autocvar_g_debug_globalsounds)
505 UpdatePlayerSounds(player); // update skin sounds
509 if(strlen(autocvar_sv_defaultplayercolors))
510 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
511 setcolor(player, stof(autocvar_sv_defaultplayercolors));
514 void PutPlayerInServer(entity this)
516 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
518 PlayerState_attach(this);
519 accuracy_resend(this);
522 TeamBalance_JoinBestTeam(this);
524 entity spot = SelectSpawnPoint(this, false);
526 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
527 return; // spawn failed
530 TRANSMUTE(Player, this);
532 CS(this).wasplayer = true;
533 this.iscreature = true;
534 this.teleportable = TELEPORT_NORMAL;
535 if(!this.damagedbycontents)
536 IL_PUSH(g_damagedbycontents, this);
537 this.damagedbycontents = true;
538 set_movetype(this, MOVETYPE_WALK);
539 this.solid = SOLID_SLIDEBOX;
540 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
541 if (autocvar_g_playerclip_collisions)
542 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
543 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
544 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
545 this.frags = FRAGS_PLAYER;
546 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
547 this.flags = FL_CLIENT | FL_PICKUPITEMS;
548 if (autocvar__notarget)
549 this.flags |= FL_NOTARGET;
550 this.takedamage = DAMAGE_AIM;
551 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
554 SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
555 SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
556 SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
557 SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
558 SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
559 SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
560 SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
561 SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
562 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
564 SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
565 SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
566 SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
567 SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
568 SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
569 SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
570 SetResourceAmount(this, RESOURCE_HEALTH, start_health);
571 SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
572 STAT(WEAPONS, this) = start_weapons;
573 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
575 GiveRandomWeapons(this, random_start_weapons_count,
576 autocvar_g_random_start_weapons, random_start_ammo);
579 SetSpectatee_status(this, 0);
581 PS(this).dual_weapons = '0 0 0';
583 this.superweapons_finished = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
585 this.items = start_items;
587 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
588 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
589 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
590 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
591 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
592 if (!sv_ready_restart_after_countdown && time < game_starttime)
594 float f = game_starttime - time;
595 this.spawnshieldtime += f;
596 this.pauserotarmor_finished += f;
597 this.pauserothealth_finished += f;
598 this.pauseregen_finished += f;
601 this.damageforcescale = 2;
603 this.respawn_flags = 0;
604 this.respawn_time = 0;
605 STAT(RESPAWN_TIME, this) = 0;
606 this.scale = autocvar_sv_player_scale;
609 this.pain_finished = 0;
611 setthink(this, func_null); // players have no think function
614 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
616 this.deadflag = DEAD_NO;
618 this.angles = spot.angles;
619 this.angles_z = 0; // never spawn tilted even if the spot says to
620 if (IS_BOT_CLIENT(this))
621 this.v_angle = this.angles;
622 this.fixangle = true; // turn this way immediately
623 this.oldvelocity = this.velocity = '0 0 0';
624 this.avelocity = '0 0 0';
625 this.punchangle = '0 0 0';
626 this.punchvector = '0 0 0';
628 this.strength_finished = 0;
629 this.invincible_finished = 0;
630 this.fire_endtime = -1;
631 STAT(REVIVE_PROGRESS, this) = 0;
632 this.revival_time = 0;
634 this.air_finished = time + 12;
635 this.waterlevel = WATERLEVEL_NONE;
636 this.watertype = CONTENT_EMPTY;
638 entity spawnevent = new_pure(spawnevent);
639 spawnevent.owner = this;
640 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
642 // Cut off any still running player sounds.
643 stopsound(this, CH_PLAYER_SINGLE);
646 FixPlayermodel(this);
647 this.drawonlytoclient = NULL;
651 for(int slot = 0; slot < MAX_AXH; ++slot)
653 entity axh = this.(AuxiliaryXhair[slot]);
654 this.(AuxiliaryXhair[slot]) = NULL;
656 if(axh.owner == this && axh != NULL && !wasfreed(axh))
660 this.spawnpoint_targ = NULL;
663 this.view_ofs = STAT(PL_VIEW_OFS, this);
664 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
665 this.spawnorigin = spot.origin;
666 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
667 // don't reset back to last position, even if new position is stuck in solid
668 this.oldorigin = this.origin;
670 IL_REMOVE(g_conveyed, this);
671 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
672 STAT(HUD, this) = HUD_NORMAL;
674 this.event_damage = PlayerDamage;
675 this.event_heal = PlayerHeal;
678 IL_PUSH(g_bot_targets, this);
679 this.bot_attack = true;
680 if(!this.monster_attack)
681 IL_PUSH(g_monster_targets, this);
682 this.monster_attack = true;
683 navigation_dynamicgoal_init(this, false);
685 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
687 // player was spectator
688 if (CS(this).killcount == FRAGS_SPECTATOR) {
689 PlayerScore_Clear(this);
690 CS(this).killcount = 0;
691 CS(this).startplaytime = time;
694 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
696 .entity weaponentity = weaponentities[slot];
697 entity oldwep = this.(weaponentity);
698 CL_SpawnWeaponentity(this, weaponentity);
699 if(oldwep && oldwep.owner == this)
700 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
702 this.alpha = default_player_alpha;
703 this.colormod = '1 1 1' * autocvar_g_player_brightness;
704 this.exteriorweaponentity.alpha = default_weapon_alpha;
706 this.speedrunning = false;
708 target_voicescript_clear(this);
710 // reset fields the weapons may use
711 FOREACH(Weapons, true, {
712 it.wr_resetplayer(it, this);
713 // reload all reloadable weapons
714 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
715 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
717 .entity weaponentity = weaponentities[slot];
718 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
724 string s = spot.target;
725 spot.target = string_null;
726 SUB_UseTargets(spot, this, NULL);
732 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
734 if (autocvar_spawn_debug)
736 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
737 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
740 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
742 .entity weaponentity = weaponentities[slot];
743 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
744 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
746 this.(weaponentity).m_switchweapon = WEP_Null;
747 this.(weaponentity).m_weapon = WEP_Null;
748 this.(weaponentity).weaponname = "";
749 this.(weaponentity).m_switchingweapon = WEP_Null;
750 this.(weaponentity).cnt = -1;
753 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
755 if (CS(this).impulse) ImpulseCommands(this);
757 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
759 .entity weaponentity = weaponentities[slot];
760 W_WeaponFrame(this, weaponentity);
763 if (!warmup_stage && !this.alivetime)
764 this.alivetime = time;
766 antilag_clear(this, CS(this));
769 /** Called when a client spawns in the server */
770 void PutClientInServer(entity this)
772 if (IS_BOT_CLIENT(this)) {
773 TRANSMUTE(Player, this);
774 } else if (IS_REAL_CLIENT(this)) {
776 WriteByte(MSG_ONE, SVC_SETVIEW);
777 WriteEntity(MSG_ONE, this);
780 TRANSMUTE(Observer, this);
782 SetSpectatee(this, NULL);
786 PS(this).itemkeys = 0;
788 MUTATOR_CALLHOOK(PutClientInServer, this);
790 if (IS_OBSERVER(this)) {
791 PutObserverInServer(this);
792 } else if (IS_PLAYER(this)) {
793 PutPlayerInServer(this);
797 // TODO do we need all these fields, or should we stop autodetecting runtime
798 // changes and just have a console command to update this?
799 bool ClientInit_SendEntity(entity this, entity to, int sf)
801 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
804 // MSG_INIT replacement
805 // TODO: make easier to use
807 W_PROP_reload(MSG_ONE, to);
808 ClientInit_misc(this);
809 MUTATOR_CALLHOOK(Ent_Init);
811 void ClientInit_misc(entity this)
813 int channel = MSG_ONE;
814 WriteHeader(channel, ENT_CLIENT_INIT);
815 WriteByte(channel, g_nexball_meter_period * 32);
816 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
817 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
818 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
819 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
820 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
821 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
822 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
823 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
825 if(sv_foginterval && world.fog != "")
826 WriteString(channel, world.fog);
828 WriteString(channel, "");
829 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
830 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
831 WriteByte(channel, serverflags);
832 WriteCoord(channel, autocvar_g_trueaim_minrange);
835 void ClientInit_CheckUpdate(entity this)
837 this.nextthink = time;
838 if(this.count != autocvar_g_balance_armor_blockpercent)
840 this.count = autocvar_g_balance_armor_blockpercent;
843 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
845 this.cnt = autocvar_g_balance_damagepush_speedfactor;
850 void ClientInit_Spawn()
852 entity e = new_pure(clientinit);
853 setthink(e, ClientInit_CheckUpdate);
854 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
856 ClientInit_CheckUpdate(e);
866 // initialize parms for a new player
867 parm1 = -(86400 * 366);
869 MUTATOR_CALLHOOK(SetNewParms);
877 void SetChangeParms (entity this)
879 // save parms for level change
880 parm1 = CS(this).parm_idlesince - time;
882 MUTATOR_CALLHOOK(SetChangeParms);
890 void DecodeLevelParms(entity this)
893 CS(this).parm_idlesince = parm1;
894 if (CS(this).parm_idlesince == -(86400 * 366))
895 CS(this).parm_idlesince = time;
897 // whatever happens, allow 60 seconds of idling directly after connect for map loading
898 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
900 MUTATOR_CALLHOOK(DecodeLevelParms);
907 Called when a client types 'kill' in the console
911 .float clientkill_nexttime;
912 void ClientKill_Now_TeamChange(entity this)
914 if(this.killindicator_teamchange == -1)
916 TeamBalance_JoinBestTeam(this);
918 else if(this.killindicator_teamchange == -2)
921 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
922 PutObserverInServer(this);
925 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
926 this.killindicator_teamchange = 0;
929 void ClientKill_Now(entity this)
933 vehicles_exit(this.vehicle, VHEF_RELEASE);
934 if(!this.killindicator_teamchange)
936 this.vehicle_health = -1;
937 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
941 if(this.killindicator && !wasfreed(this.killindicator))
942 delete(this.killindicator);
944 this.killindicator = NULL;
946 if(this.killindicator_teamchange)
947 ClientKill_Now_TeamChange(this);
949 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
951 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
954 // now I am sure the player IS dead
956 void KillIndicator_Think(entity this)
960 this.owner.killindicator = NULL;
965 if (this.owner.alpha < 0 && !this.owner.vehicle)
967 this.owner.killindicator = NULL;
974 ClientKill_Now(this.owner);
977 else if(this.count == 1) // count == 1 means that it's silent
979 this.nextthink = time + 1;
985 setmodel(this, MDL_NUM(this.cnt));
986 if(IS_REAL_CLIENT(this.owner))
989 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
991 this.nextthink = time + 1;
996 float clientkilltime;
997 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
1005 killtime = autocvar_g_balance_kill_delay;
1007 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
1009 killtime = M_ARGV(1, float);
1011 this.killindicator_teamchange = targetteam;
1013 if(!this.killindicator)
1017 killtime = max(killtime, this.clientkill_nexttime - time);
1018 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1021 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1023 ClientKill_Now(this);
1027 starttime = max(time, clientkilltime);
1029 this.killindicator = spawn();
1030 this.killindicator.owner = this;
1031 this.killindicator.scale = 0.5;
1032 setattachment(this.killindicator, this, "");
1033 setorigin(this.killindicator, '0 0 52');
1034 setthink(this.killindicator, KillIndicator_Think);
1035 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1036 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1037 this.killindicator.cnt = ceil(killtime);
1038 this.killindicator.count = bound(0, ceil(killtime), 10);
1039 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1041 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1043 it.killindicator = spawn();
1044 it.killindicator.owner = it;
1045 it.killindicator.scale = 0.5;
1046 setattachment(it.killindicator, it, "");
1047 setorigin(it.killindicator, '0 0 52');
1048 setthink(it.killindicator, KillIndicator_Think);
1049 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1050 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1051 it.killindicator.cnt = ceil(killtime);
1056 if(this.killindicator)
1058 if(targetteam == 0) // just die
1060 this.killindicator.colormod = '0 0 0';
1061 if(IS_REAL_CLIENT(this))
1062 if(this.killindicator.cnt > 0)
1063 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1065 else if(targetteam == -1) // auto
1067 this.killindicator.colormod = '0 1 0';
1068 if(IS_REAL_CLIENT(this))
1069 if(this.killindicator.cnt > 0)
1070 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1072 else if(targetteam == -2) // spectate
1074 this.killindicator.colormod = '0.5 0.5 0.5';
1075 if(IS_REAL_CLIENT(this))
1076 if(this.killindicator.cnt > 0)
1077 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1081 this.killindicator.colormod = Team_ColorRGB(targetteam);
1082 if(IS_REAL_CLIENT(this))
1083 if(this.killindicator.cnt > 0)
1084 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1090 void ClientKill (entity this)
1092 // TODO: once .health is removed, will need to check it here for the "already dead" message!
1094 if(game_stopped) return;
1095 if(this.player_blocked) return;
1096 if(STAT(FROZEN, this)) return;
1098 ClientKill_TeamChange(this, 0);
1101 void FixClientCvars(entity e)
1103 // send prediction settings to the client
1104 stuffcmd(e, "\nin_bindmap 0 0\n");
1105 if(autocvar_g_antilag == 3) // client side hitscan
1106 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1107 if(autocvar_sv_gentle)
1108 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1110 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1111 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1113 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
1115 MUTATOR_CALLHOOK(FixClientCvars, e);
1118 bool findinlist_abbrev(string tofind, string list)
1120 if(list == "" || tofind == "")
1121 return false; // empty list or search, just return
1123 // this function allows abbreviated strings!
1124 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1132 bool PlayerInIPList(entity p, string iplist)
1134 // some safety checks (never allow local?)
1135 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1138 return findinlist_abbrev(p.netaddress, iplist);
1141 bool PlayerInIDList(entity p, string idlist)
1143 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1147 return findinlist_abbrev(p.crypto_idfp, idlist);
1150 bool PlayerInList(entity player, string list)
1152 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1155 #ifdef DP_EXT_PRECONNECT
1160 Called once (not at each match start) when a client begins a connection to the server
1163 void ClientPreConnect(entity this)
1165 if(autocvar_sv_eventlog)
1167 GameLogEcho(sprintf(":connect:%d:%d:%s",
1170 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1176 string GetClientVersionMessage(entity this)
1178 if (CS(this).version_mismatch) {
1179 if(CS(this).version < autocvar_gameversion) {
1180 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1181 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1183 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1184 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1187 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1191 string getwelcomemessage(entity this)
1193 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1194 string modifications = M_ARGV(0, string);
1198 if(g_weaponarena_random)
1199 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1201 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1203 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1204 modifications = strcat(modifications, ", No start weapons");
1205 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1206 modifications = strcat(modifications, ", Low gravity");
1207 if(g_weapon_stay && !g_cts)
1208 modifications = strcat(modifications, ", Weapons stay");
1210 modifications = strcat(modifications, ", Jet pack");
1211 if(autocvar_g_powerups == 0)
1212 modifications = strcat(modifications, ", No powerups");
1213 if(autocvar_g_powerups > 0)
1214 modifications = strcat(modifications, ", Powerups");
1215 modifications = substring(modifications, 2, strlen(modifications) - 2);
1217 string versionmessage = GetClientVersionMessage(this);
1218 string s = strcat(versionmessage, "^8\n^8\nmatch type is ^1", gamemode_name, "^8\n");
1220 if(modifications != "")
1221 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1223 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1225 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1226 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1229 if (cache_mutatormsg != "") {
1230 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1233 string mutator_msg = "";
1234 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1235 mutator_msg = M_ARGV(0, string);
1237 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1239 string motd = autocvar_sv_motd;
1241 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1250 Called when a client connects to the server
1253 void ClientConnect(entity this)
1255 if (Ban_MaybeEnforceBanOnce(this)) return;
1256 assert(!IS_CLIENT(this), return);
1257 this.flags |= FL_CLIENT;
1258 assert(player_count >= 0, player_count = 0);
1261 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1263 TRANSMUTE(Client, this);
1264 CS(this).version_nagtime = time + 10 + random() * 10;
1266 // identify the right forced team
1267 if (autocvar_g_campaign)
1269 if (IS_REAL_CLIENT(this)) // only players, not bots
1271 switch (autocvar_g_campaign_forceteam)
1273 case 1: this.team_forced = NUM_TEAM_1; break;
1274 case 2: this.team_forced = NUM_TEAM_2; break;
1275 case 3: this.team_forced = NUM_TEAM_3; break;
1276 case 4: this.team_forced = NUM_TEAM_4; break;
1277 default: this.team_forced = 0;
1281 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1282 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1283 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1284 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1285 else switch (autocvar_g_forced_team_otherwise)
1287 default: this.team_forced = 0; break;
1288 case "red": this.team_forced = NUM_TEAM_1; break;
1289 case "blue": this.team_forced = NUM_TEAM_2; break;
1290 case "yellow": this.team_forced = NUM_TEAM_3; break;
1291 case "pink": this.team_forced = NUM_TEAM_4; break;
1294 this.team_forced = -1;
1297 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1299 TRANSMUTE(Observer, this);
1301 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1303 // always track bots, don't ask for cl_allow_uidtracking
1304 if (IS_BOT_CLIENT(this))
1305 PlayerStats_GameReport_AddPlayer(this);
1307 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1309 if (autocvar_sv_eventlog)
1310 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1312 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1314 if(teamplay && IS_PLAYER(this))
1315 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1317 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1319 stuffcmd(this, clientstuff, "\n");
1320 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1322 FixClientCvars(this);
1324 // get version info from player
1325 stuffcmd(this, "cmd clientversion $gameversion\n");
1327 // notify about available teams
1330 entity balance = TeamBalance_CheckAllowedTeams(this);
1331 int t = TeamBalance_GetAllowedTeams(balance);
1332 TeamBalance_Destroy(balance);
1333 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1337 stuffcmd(this, "set _teams_available 0\n");
1340 bot_relinkplayerlist();
1342 CS(this).spectatortime = time;
1343 if (blockSpectators)
1345 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1348 CS(this).jointime = time;
1350 if (IS_REAL_CLIENT(this))
1352 if (g_weaponarena_weapons == WEPSET(TUBA))
1353 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1356 if (!sv_foginterval && world.fog != "")
1357 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1359 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1360 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1361 send_CSQC_teamnagger();
1363 CSQCMODEL_AUTOINIT(this);
1365 CS(this).model_randomizer = random();
1367 if (IS_REAL_CLIENT(this))
1368 sv_notice_join(this);
1370 // update physics stats (players can spawn before physics runs)
1371 Physics_UpdateStats(this);
1373 IL_EACH(g_initforplayer, it.init_for_player, {
1374 it.init_for_player(it, this);
1377 Handicap_Initialize(this);
1379 MUTATOR_CALLHOOK(ClientConnect, this);
1381 if (IS_REAL_CLIENT(this))
1383 if (!autocvar_g_campaign && !IS_PLAYER(this))
1385 CS(this).motd_actived_time = -1;
1386 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1394 Called when a client disconnects from the server
1397 .entity chatbubbleentity;
1398 void ClientDisconnect(entity this)
1400 assert(IS_CLIENT(this), return);
1402 PlayerStats_GameReport_FinalizePlayer(this);
1403 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1404 if (CS(this).active_minigame) part_minigame(this);
1405 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1407 if (autocvar_sv_eventlog)
1408 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1410 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1413 SetSpectatee(this, NULL);
1415 MUTATOR_CALLHOOK(ClientDisconnect, this);
1417 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1418 strfree(CS(this).weaponorder_byimpulse);
1419 ClientState_detach(this);
1421 Portal_ClearAll(this);
1425 RemoveGrapplingHooks(this);
1427 // Here, everything has been done that requires this player to be a client.
1429 this.flags &= ~FL_CLIENT;
1431 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1432 if (this.killindicator) delete(this.killindicator);
1434 WaypointSprite_PlayerGone(this);
1436 bot_relinkplayerlist();
1438 strfree(this.clientstatus);
1439 if (this.personal) delete(this.personal);
1443 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1448 void ChatBubbleThink(entity this)
1450 this.nextthink = time;
1451 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1453 if(this.owner) // but why can that ever be NULL?
1454 this.owner.chatbubbleentity = NULL;
1461 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1463 if ( CS(this.owner).active_minigame )
1464 this.mdl = "models/sprites/minigame_busy.iqm";
1465 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1466 this.mdl = "models/misc/chatbubble.spr";
1469 if ( this.model != this.mdl )
1470 _setmodel(this, this.mdl);
1474 void UpdateChatBubble(entity this)
1478 // spawn a chatbubble entity if needed
1479 if (!this.chatbubbleentity)
1481 this.chatbubbleentity = new(chatbubbleentity);
1482 this.chatbubbleentity.owner = this;
1483 this.chatbubbleentity.exteriormodeltoclient = this;
1484 setthink(this.chatbubbleentity, ChatBubbleThink);
1485 this.chatbubbleentity.nextthink = time;
1486 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1487 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1488 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1489 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1490 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1491 //this.chatbubbleentity.model = "";
1492 this.chatbubbleentity.effects = EF_LOWPRECISION;
1497 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1498 // added to the model skins
1499 /*void UpdateColorModHack()
1502 c = this.clientcolors & 15;
1503 // LordHavoc: only bothering to support white, green, red, yellow, blue
1504 if (!teamplay) this.colormod = '0 0 0';
1505 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1506 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1507 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1508 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1509 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1510 else this.colormod = '1 1 1';
1513 void respawn(entity this)
1515 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1517 this.solid = SOLID_NOT;
1518 this.takedamage = DAMAGE_NO;
1519 set_movetype(this, MOVETYPE_FLY);
1520 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1521 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1522 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1523 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1524 if(autocvar_g_respawn_ghosts_maxtime)
1525 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1530 this.effects |= EF_NODRAW; // prevent another CopyBody
1531 PutClientInServer(this);
1534 void PrintToChat(entity client, string text)
1536 text = strcat("\{1}^7", text, "\n");
1537 sprint(client, text);
1540 void DebugPrintToChat(entity client, string text)
1542 if (autocvar_developer)
1544 PrintToChat(client, text);
1548 void PrintToChatAll(string text)
1550 text = strcat("\{1}^7", text, "\n");
1554 void DebugPrintToChatAll(string text)
1556 if (autocvar_developer)
1558 PrintToChatAll(text);
1562 void PrintToChatTeam(int team_num, string text)
1564 text = strcat("\{1}^7", text, "\n");
1565 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1567 if (it.team == team_num)
1574 void DebugPrintToChatTeam(int team_num, string text)
1576 if (autocvar_developer)
1578 PrintToChatTeam(team_num, text);
1582 void play_countdown(entity this, float finished, Sound samp)
1585 if(IS_REAL_CLIENT(this))
1586 if(floor(finished - time - frametime) != floor(finished - time))
1587 if(finished - time < 6)
1588 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1591 void player_powerups(entity this)
1593 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1594 int items_prev = this.items;
1596 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1597 this.modelflags |= MF_ROCKET;
1599 this.modelflags &= ~MF_ROCKET;
1601 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1603 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1606 Fire_ApplyDamage(this);
1607 Fire_ApplyEffect(this);
1609 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1611 if (this.items & ITEM_Strength.m_itemid)
1613 play_countdown(this, this.strength_finished, SND_POWEROFF);
1614 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1615 if (time > this.strength_finished)
1617 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1618 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1619 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1624 if (time < this.strength_finished)
1626 this.items = this.items | ITEM_Strength.m_itemid;
1628 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1629 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1632 if (this.items & ITEM_Shield.m_itemid)
1634 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1635 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1636 if (time > this.invincible_finished)
1638 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1639 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1640 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1645 if (time < this.invincible_finished)
1647 this.items = this.items | ITEM_Shield.m_itemid;
1649 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1650 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1653 if (this.items & IT_SUPERWEAPON)
1655 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1657 this.superweapons_finished = 0;
1658 this.items = this.items - (this.items & IT_SUPERWEAPON);
1659 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1660 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1662 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1664 // don't let them run out
1668 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1669 if (time > this.superweapons_finished)
1671 this.items = this.items - (this.items & IT_SUPERWEAPON);
1672 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1673 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1674 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1678 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1680 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1682 this.items = this.items | IT_SUPERWEAPON;
1684 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1685 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1689 this.superweapons_finished = 0;
1690 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1695 this.superweapons_finished = 0;
1699 if(autocvar_g_nodepthtestplayers)
1700 this.effects = this.effects | EF_NODEPTHTEST;
1702 if(autocvar_g_fullbrightplayers)
1703 this.effects = this.effects | EF_FULLBRIGHT;
1705 if (time >= game_starttime)
1706 if (time < this.spawnshieldtime)
1707 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1709 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1712 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1714 if(current > stable)
1716 else if(current > stable - 0.25) // when close enough, "snap"
1719 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1722 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1724 if(current < stable)
1726 else if(current < stable + 0.25) // when close enough, "snap"
1729 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1732 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1734 if(current > rotstable)
1736 if(rotframetime > 0)
1738 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1739 current = max(rotstable, current - rotlinear * rotframetime);
1742 else if(current < regenstable)
1744 if(regenframetime > 0)
1746 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1747 current = min(regenstable, current + regenlinear * regenframetime);
1757 void player_regen(entity this)
1759 float max_mod, regen_mod, rot_mod, limit_mod;
1760 max_mod = regen_mod = rot_mod = limit_mod = 1;
1762 float regen_health = autocvar_g_balance_health_regen;
1763 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1764 float regen_health_rot = autocvar_g_balance_health_rot;
1765 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1766 float regen_health_stable = autocvar_g_balance_health_regenstable;
1767 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1768 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1769 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1770 max_mod = M_ARGV(1, float);
1771 regen_mod = M_ARGV(2, float);
1772 rot_mod = M_ARGV(3, float);
1773 limit_mod = M_ARGV(4, float);
1774 regen_health = M_ARGV(5, float);
1775 regen_health_linear = M_ARGV(6, float);
1776 regen_health_rot = M_ARGV(7, float);
1777 regen_health_rotlinear = M_ARGV(8, float);
1778 regen_health_stable = M_ARGV(9, float);
1779 regen_health_rotstable = M_ARGV(10, float);
1781 if(!mutator_returnvalue)
1782 if(!STAT(FROZEN, this))
1784 float mina, maxa, limith, limita;
1785 maxa = autocvar_g_balance_armor_rotstable;
1786 mina = autocvar_g_balance_armor_regenstable;
1787 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1788 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1790 regen_health_rotstable = regen_health_rotstable * max_mod;
1791 regen_health_stable = regen_health_stable * max_mod;
1792 limith = limith * limit_mod;
1793 limita = limita * limit_mod;
1795 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1796 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1797 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1798 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1799 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1800 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1803 // if player rotted to death... die!
1804 // check this outside above checks, as player may still be able to rot to death
1805 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1808 vehicles_exit(this.vehicle, VHEF_RELEASE);
1809 if(this.event_damage)
1810 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1813 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1815 float minf, maxf, limitf;
1817 maxf = autocvar_g_balance_fuel_rotstable;
1818 minf = autocvar_g_balance_fuel_regenstable;
1819 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1821 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1822 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1823 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1828 void SetZoomState(entity this, float newzoom)
1830 if(newzoom != CS(this).zoomstate)
1832 CS(this).zoomstate = newzoom;
1833 ClientData_Touch(this);
1835 zoomstate_set = true;
1838 void GetPressedKeys(entity this)
1840 MUTATOR_CALLHOOK(GetPressedKeys, this);
1841 int keys = STAT(PRESSED_KEYS, this);
1842 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1843 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1844 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1845 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1847 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1848 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1849 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1850 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1851 CS(this).pressedkeys = keys; // store for other users
1853 STAT(PRESSED_KEYS, this) = keys;
1857 ======================
1858 spectate mode routines
1859 ======================
1862 void SpectateCopy(entity this, entity spectatee)
1864 TC(Client, this); TC(Client, spectatee);
1866 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1867 PS(this) = PS(spectatee);
1868 this.armortype = spectatee.armortype;
1869 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1870 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1871 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1872 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1873 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1874 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1875 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1876 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1877 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1878 CS(this).impulse = 0;
1879 this.items = spectatee.items;
1880 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1881 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1882 this.strength_finished = spectatee.strength_finished;
1883 this.invincible_finished = spectatee.invincible_finished;
1884 this.superweapons_finished = spectatee.superweapons_finished;
1885 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1886 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1887 this.punchangle = spectatee.punchangle;
1888 this.view_ofs = spectatee.view_ofs;
1889 this.velocity = spectatee.velocity;
1890 this.dmg_take = spectatee.dmg_take;
1891 this.dmg_save = spectatee.dmg_save;
1892 this.dmg_inflictor = spectatee.dmg_inflictor;
1893 this.v_angle = spectatee.v_angle;
1894 this.angles = spectatee.v_angle;
1895 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1896 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1897 this.viewloc = spectatee.viewloc;
1898 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1899 this.fixangle = true;
1900 setorigin(this, spectatee.origin);
1901 setsize(this, spectatee.mins, spectatee.maxs);
1902 SetZoomState(this, CS(spectatee).zoomstate);
1904 anticheat_spectatecopy(this, spectatee);
1905 STAT(HUD, this) = STAT(HUD, spectatee);
1906 if(spectatee.vehicle)
1908 this.angles = spectatee.v_angle;
1910 //this.fixangle = false;
1911 //this.velocity = spectatee.vehicle.velocity;
1912 this.vehicle_health = spectatee.vehicle_health;
1913 this.vehicle_shield = spectatee.vehicle_shield;
1914 this.vehicle_energy = spectatee.vehicle_energy;
1915 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1916 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1917 this.vehicle_reload1 = spectatee.vehicle_reload1;
1918 this.vehicle_reload2 = spectatee.vehicle_reload2;
1920 //msg_entity = this;
1922 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1923 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1924 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1925 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1927 //WriteByte (MSG_ONE, SVC_SETVIEW);
1928 // WriteEntity(MSG_ONE, this);
1929 //makevectors(spectatee.v_angle);
1930 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1934 bool SpectateUpdate(entity this)
1939 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1941 SetSpectatee(this, NULL);
1945 SpectateCopy(this, this.enemy);
1950 bool SpectateSet(entity this)
1952 if(!IS_PLAYER(this.enemy))
1955 ClientData_Touch(this.enemy);
1958 WriteByte(MSG_ONE, SVC_SETVIEW);
1959 WriteEntity(MSG_ONE, this.enemy);
1960 set_movetype(this, MOVETYPE_NONE);
1961 accuracy_resend(this);
1963 if(!SpectateUpdate(this))
1964 PutObserverInServer(this);
1969 void SetSpectatee_status(entity this, int spectatee_num)
1971 int oldspectatee_status = CS(this).spectatee_status;
1972 CS(this).spectatee_status = spectatee_num;
1974 if (CS(this).spectatee_status != oldspectatee_status)
1976 ClientData_Touch(this);
1977 if (g_race || g_cts) race_InitSpectator();
1981 void SetSpectatee(entity this, entity spectatee)
1983 if(IS_BOT_CLIENT(this))
1984 return; // bots abuse .enemy, this code is useless to them
1986 entity old_spectatee = this.enemy;
1988 this.enemy = spectatee;
1991 // these are required to fix the spectator bug with arc
1994 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1996 .entity weaponentity = weaponentities[slot];
1997 if(old_spectatee.(weaponentity).arc_beam)
1998 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2003 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2005 .entity weaponentity = weaponentities[slot];
2006 if(this.enemy.(weaponentity).arc_beam)
2007 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2012 SetSpectatee_status(this, etof(this.enemy));
2014 // needed to update spectator list
2015 if(old_spectatee) { ClientData_Touch(old_spectatee); }
2018 bool Spectate(entity this, entity pl)
2020 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
2022 pl = M_ARGV(1, entity);
2024 SetSpectatee(this, pl);
2025 return SpectateSet(this);
2028 bool SpectateNext(entity this)
2030 entity ent = find(this.enemy, classname, STR_PLAYER);
2032 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
2033 ent = M_ARGV(1, entity);
2035 ent = find(ent, classname, STR_PLAYER);
2037 if(ent) { SetSpectatee(this, ent); }
2039 return SpectateSet(this);
2042 bool SpectatePrev(entity this)
2044 // NOTE: chain order is from the highest to the lower entnum (unlike find)
2045 entity ent = findchain(classname, STR_PLAYER);
2046 if (!ent) // no player
2050 // skip players until current spectated player
2052 while(ent && ent != this.enemy)
2055 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2057 case MUT_SPECPREV_FOUND:
2058 ent = M_ARGV(1, entity);
2060 case MUT_SPECPREV_RETURN:
2062 case MUT_SPECPREV_CONTINUE:
2073 SetSpectatee(this, ent);
2074 return SpectateSet(this);
2079 ShowRespawnCountdown()
2081 Update a respawn countdown display.
2084 void ShowRespawnCountdown(entity this)
2087 if(!IS_DEAD(this)) // just respawned?
2091 number = ceil(this.respawn_time - time);
2094 if(number <= this.respawn_countdown)
2096 this.respawn_countdown = number - 1;
2097 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
2098 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2103 .bool team_selected;
2104 bool ShowTeamSelection(entity this)
2106 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2108 stuffcmd(this, "menu_showteamselect\n");
2111 void Join(entity this)
2113 TRANSMUTE(Player, this);
2115 if(!this.team_selected)
2116 if(autocvar_g_campaign || autocvar_g_balance_teams)
2117 TeamBalance_JoinBestTeam(this);
2119 if(autocvar_g_campaign)
2120 campaign_bots_may_start = true;
2122 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2124 PutClientInServer(this);
2127 if(teamplay && this.team != -1)
2129 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2132 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2133 this.team_selected = false;
2137 * Determines whether the player is allowed to join. This depends on cvar
2138 * g_maxplayers, if it isn't used this function always return true, otherwise
2139 * it checks whether the number of currently playing players exceeds g_maxplayers.
2140 * @return int number of free slots for players, 0 if none
2142 int nJoinAllowed(entity this, entity ignore)
2145 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2146 // so report 0 free slots if restricted
2148 if(autocvar_g_forced_team_otherwise == "spectate")
2150 if(autocvar_g_forced_team_otherwise == "spectator")
2154 if(this && this.team_forced < 0)
2155 return 0; // forced spectators can never join
2157 // TODO simplify this
2158 int totalClients = 0;
2159 int currentlyPlaying = 0;
2160 FOREACH_CLIENT(true, {
2163 if(IS_REAL_CLIENT(it))
2164 if(IS_PLAYER(it) || it.caplayer)
2168 float free_slots = 0;
2169 if (!autocvar_g_maxplayers)
2170 free_slots = maxclients - totalClients;
2171 else if(currentlyPlaying < autocvar_g_maxplayers)
2172 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2174 static float join_prevent_msg_time = 0;
2175 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2177 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2178 join_prevent_msg_time = time + 3;
2185 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2186 * g_maxplayers_spectator_blocktime seconds
2188 void checkSpectatorBlock(entity this)
2190 if(IS_SPEC(this) || IS_OBSERVER(this))
2192 if(IS_REAL_CLIENT(this))
2194 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2195 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2201 void PrintWelcomeMessage(entity this)
2203 if(CS(this).motd_actived_time == 0)
2205 if (autocvar_g_campaign) {
2206 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2207 CS(this).motd_actived_time = time;
2208 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2211 if (PHYS_INPUT_BUTTON_INFO(this)) {
2212 CS(this).motd_actived_time = time;
2213 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2217 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2219 if (autocvar_g_campaign) {
2220 if (PHYS_INPUT_BUTTON_INFO(this))
2221 CS(this).motd_actived_time = time;
2222 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2223 CS(this).motd_actived_time = 0;
2224 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2227 if (PHYS_INPUT_BUTTON_INFO(this))
2228 CS(this).motd_actived_time = time;
2229 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2230 CS(this).motd_actived_time = 0;
2231 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2235 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2237 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2238 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2239 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2241 // instanctly hide MOTD
2242 CS(this).motd_actived_time = 0;
2243 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2248 const int MIN_SPEC_TIME = 1;
2249 bool joinAllowed(entity this)
2251 if (CS(this).version_mismatch) return false;
2252 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2253 if (!nJoinAllowed(this, this)) return false;
2254 if (teamplay && lockteams) return false;
2255 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2256 if (ShowTeamSelection(this)) return false;
2261 .string shootfromfixedorigin;
2262 bool PlayerThink(entity this)
2264 if (game_stopped || intermission_running) {
2265 this.modelflags &= ~MF_ROCKET;
2266 if(intermission_running)
2267 IntermissionThink(this);
2271 if (timeout_status == TIMEOUT_ACTIVE) {
2272 // don't allow the player to turn around while game is paused
2273 // FIXME turn this into CSQC stuff
2274 this.v_angle = this.lastV_angle;
2275 this.angles = this.lastV_angle;
2276 this.fixangle = true;
2279 if (frametime) player_powerups(this);
2281 if (IS_DEAD(this)) {
2282 if (this.personal && g_race_qualifying) {
2283 if (time > this.respawn_time) {
2284 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2286 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2289 if (frametime) player_anim(this);
2291 if (this.respawn_flags & RESPAWN_DENY)
2293 STAT(RESPAWN_TIME, this) = 0;
2297 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));
2299 switch(this.deadflag)
2303 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2304 this.deadflag = DEAD_RESPAWNING;
2305 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2306 this.deadflag = DEAD_DEAD;
2312 this.deadflag = DEAD_RESPAWNABLE;
2313 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2314 this.deadflag = DEAD_RESPAWNING;
2317 case DEAD_RESPAWNABLE:
2319 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2320 this.deadflag = DEAD_RESPAWNING;
2323 case DEAD_RESPAWNING:
2325 if (time > this.respawn_time)
2327 this.respawn_time = time + 1; // only retry once a second
2328 this.respawn_time_max = this.respawn_time;
2335 ShowRespawnCountdown(this);
2337 if (this.respawn_flags & RESPAWN_SILENT)
2338 STAT(RESPAWN_TIME, this) = 0;
2339 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2341 if (time < this.respawn_time)
2342 STAT(RESPAWN_TIME, this) = this.respawn_time;
2343 else if (this.deadflag != DEAD_RESPAWNING)
2344 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2347 STAT(RESPAWN_TIME, this) = this.respawn_time;
2350 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2351 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2352 STAT(RESPAWN_TIME, this) *= -1;
2357 FixPlayermodel(this);
2359 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2360 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2361 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2364 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2367 this.items &= ~this.items_added;
2369 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2371 .entity weaponentity = weaponentities[slot];
2372 W_WeaponFrame(this, weaponentity);
2375 this.items_added = 0;
2376 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2377 this.items_added |= IT_FUEL;
2379 this.items |= this.items_added;
2384 // WEAPONTODO: Add a weapon request for this
2385 // rot vortex charge to the charge limit
2386 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2388 .entity weaponentity = weaponentities[slot];
2389 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2390 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2393 if (frametime) player_anim(this);
2396 secrets_setstatus(this);
2399 monsters_setstatus(this);
2401 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2406 .bool would_spectate;
2407 void ObserverThink(entity this)
2409 if ( CS(this).impulse )
2411 MinigameImpulse(this, CS(this).impulse);
2412 CS(this).impulse = 0;
2415 if (this.flags & FL_JUMPRELEASED) {
2416 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2417 this.flags &= ~FL_JUMPRELEASED;
2418 this.flags |= FL_SPAWNING;
2419 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2420 this.flags &= ~FL_JUMPRELEASED;
2421 if(SpectateNext(this)) {
2422 TRANSMUTE(Spectator, this);
2425 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2426 set_movetype(this, preferred_movetype);
2429 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2430 this.flags |= FL_JUMPRELEASED;
2431 if(this.flags & FL_SPAWNING)
2433 this.flags &= ~FL_SPAWNING;
2441 void SpectatorThink(entity this)
2443 if ( CS(this).impulse )
2445 if(MinigameImpulse(this, CS(this).impulse))
2446 CS(this).impulse = 0;
2448 if (CS(this).impulse == IMP_weapon_drop.impulse)
2450 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2451 CS(this).impulse = 0;
2456 if (this.flags & FL_JUMPRELEASED) {
2457 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2458 this.flags &= ~FL_JUMPRELEASED;
2459 this.flags |= FL_SPAWNING;
2460 } 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)) {
2461 this.flags &= ~FL_JUMPRELEASED;
2462 if(SpectateNext(this)) {
2463 TRANSMUTE(Spectator, this);
2465 TRANSMUTE(Observer, this);
2466 PutClientInServer(this);
2468 CS(this).impulse = 0;
2469 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2470 this.flags &= ~FL_JUMPRELEASED;
2471 if(SpectatePrev(this)) {
2472 TRANSMUTE(Spectator, this);
2474 TRANSMUTE(Observer, this);
2475 PutClientInServer(this);
2477 CS(this).impulse = 0;
2478 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2479 this.would_spectate = false;
2480 this.flags &= ~FL_JUMPRELEASED;
2481 TRANSMUTE(Observer, this);
2482 PutClientInServer(this);
2484 if(!SpectateUpdate(this))
2486 if(!SpectateNext(this))
2488 PutObserverInServer(this);
2489 this.would_spectate = true;
2494 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2495 this.flags |= FL_JUMPRELEASED;
2496 if(this.flags & FL_SPAWNING)
2498 this.flags &= ~FL_SPAWNING;
2503 if(!SpectateUpdate(this))
2504 PutObserverInServer(this);
2507 this.flags |= FL_CLIENT | FL_NOTARGET;
2510 void PlayerUseKey(entity this)
2512 if (!IS_PLAYER(this))
2519 vehicles_exit(this.vehicle, VHEF_NORMAL);
2523 else if(autocvar_g_vehicles_enter)
2525 if(!STAT(FROZEN, this))
2529 entity head, closest_target = NULL;
2530 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2532 while(head) // find the closest acceptable target to enter
2534 if(IS_VEHICLE(head))
2536 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2537 if(head.takedamage != DAMAGE_NO)
2541 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2542 { closest_target = head; }
2544 else { closest_target = head; }
2550 if(closest_target) { vehicles_enter(this, closest_target); return; }
2554 // a use key was pressed; call handlers
2555 MUTATOR_CALLHOOK(PlayerUseKey, this);
2563 Called every frame for each client before the physics are run
2566 .float last_vehiclecheck;
2567 void PlayerPreThink (entity this)
2569 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2570 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2572 WarpZone_PlayerPhysics_FixVAngle(this);
2575 // physics frames: update anticheat stuff
2576 anticheat_prethink(this);
2579 if (blockSpectators && frametime) {
2580 // WORKAROUND: only use dropclient in server frames (frametime set).
2581 // Never use it in cl_movement frames (frametime zero).
2582 checkSpectatorBlock(this);
2585 zoomstate_set = false;
2587 // Check for nameless players
2588 if (this.netname == "" || this.netname != CS(this).netname_previous)
2590 bool assume_unchanged = (CS(this).netname_previous == "");
2591 if (isInvisibleString(this.netname))
2593 this.netname = strzone(sprintf("Player#%d", this.playerid));
2594 assume_unchanged = false;
2595 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2597 if (!assume_unchanged && autocvar_sv_eventlog)
2598 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2599 strcpy(CS(this).netname_previous, this.netname);
2603 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2604 CS(this).version_nagtime = 0;
2605 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2607 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2609 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2611 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2612 if (r < 0) { // old client
2613 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2614 } else if (r > 0) { // old server
2615 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2621 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2623 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2624 this.max_armorvalue = 0;
2629 if (STAT(FROZEN, this) == 2)
2631 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2632 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2633 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2635 if (STAT(REVIVE_PROGRESS, this) >= 1)
2638 else if (STAT(FROZEN, this) == 3)
2640 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2641 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2643 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2646 vehicles_exit(this.vehicle, VHEF_RELEASE);
2647 if(this.event_damage)
2648 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2650 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2655 MUTATOR_CALLHOOK(PlayerPreThink, this);
2657 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2658 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2660 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2662 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2663 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2665 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2669 if(!it.team || SAME_TEAM(this, it))
2670 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2671 else if(autocvar_g_vehicles_steal)
2672 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2676 this.last_vehiclecheck = time + 1;
2679 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2681 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2683 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2686 if (IS_REAL_CLIENT(this))
2687 PrintWelcomeMessage(this);
2689 if (IS_PLAYER(this)) {
2690 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2691 error("Client can't be spawned as player on connection!");
2692 if(!PlayerThink(this))
2695 else if (game_stopped || intermission_running) {
2696 if(intermission_running)
2697 IntermissionThink(this);
2700 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2702 CS(this).autojoin_checked = true;
2703 // don't do this in ClientConnect
2704 // many things can go wrong if a client is spawned as player on connection
2705 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2706 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2707 && (!teamplay || autocvar_g_balance_teams)))
2709 campaign_bots_may_start = true;
2714 else if (IS_OBSERVER(this)) {
2715 ObserverThink(this);
2717 else if (IS_SPEC(this)) {
2718 SpectatorThink(this);
2721 // WEAPONTODO: Add weapon request for this
2722 if (!zoomstate_set) {
2723 bool wep_zoomed = false;
2724 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2726 .entity weaponentity = weaponentities[slot];
2727 Weapon thiswep = this.(weaponentity).m_weapon;
2728 if(thiswep != WEP_Null && thiswep.wr_zoom)
2729 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2731 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2734 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2736 CS(this).teamkill_soundtime = 0;
2738 entity e = CS(this).teamkill_soundsource;
2739 entity oldpusher = e.pusher;
2741 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2742 e.pusher = oldpusher;
2745 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2746 CS(this).taunt_soundtime = 0;
2747 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2750 target_voicescript_next(this);
2752 // WEAPONTODO: Move into weaponsystem somehow
2753 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2754 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2756 .entity weaponentity = weaponentities[slot];
2757 if(this.(weaponentity).m_weapon == WEP_Null)
2758 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2762 void DrownPlayer(entity this)
2764 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2767 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2769 if(this.air_finished < time)
2770 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2771 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2773 else if (this.air_finished < time)
2775 if (this.pain_finished < time)
2777 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');
2778 this.pain_finished = time + 0.5;
2783 .bool move_qcphysics;
2785 void Player_Physics(entity this)
2787 set_movetype(this, this.move_movetype);
2789 if(!this.move_qcphysics)
2792 if(!frametime && !CS(this).pm_frametime)
2795 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2797 CS(this).pm_frametime = 0;
2804 Called every frame for each client after the physics are run
2807 void PlayerPostThink (entity this)
2809 Player_Physics(this);
2812 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2813 if (IS_REAL_CLIENT(this))
2814 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2816 int totalClients = 0;
2817 if(sv_maxidle_slots > 0)
2819 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2825 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2826 { /* do nothing */ }
2827 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2829 if (CS(this).idlekick_lasttimeleft)
2831 CS(this).idlekick_lasttimeleft = 0;
2832 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2837 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2838 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2839 if (!CS(this).idlekick_lasttimeleft)
2840 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2842 if (timeleft <= 0) {
2843 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2847 else if (timeleft <= 10) {
2848 if (timeleft != CS(this).idlekick_lasttimeleft) {
2849 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2851 CS(this).idlekick_lasttimeleft = timeleft;
2860 this.solid = SOLID_NOT;
2861 this.takedamage = DAMAGE_NO;
2862 set_movetype(this, MOVETYPE_NONE);
2865 if (IS_PLAYER(this)) {
2866 if(this.death_time == time && IS_DEAD(this))
2868 // player's bbox gets resized now, instead of in the damage event that killed the player,
2869 // once all the damage events of this frame have been processed with normal size
2871 setsize(this, this.mins, this.maxs);
2874 UpdateChatBubble(this);
2875 if (CS(this).impulse) ImpulseCommands(this);
2878 CSQCMODEL_AUTOUPDATE(this);
2881 GetPressedKeys(this);
2884 if (this.waypointsprite_attachedforcarrier) {
2885 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2886 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2889 CSQCMODEL_AUTOUPDATE(this);
2892 // hack to copy the button fields from the client entity to the Client State
2893 void PM_UpdateButtons(entity this, entity store)
2896 store.impulse = this.impulse;
2899 bool typing = this.buttonchat;
2901 store.button0 = (typing) ? 0 : this.button0;
2903 store.button2 = (typing) ? 0 : this.button2;
2904 store.button3 = (typing) ? 0 : this.button3;
2905 store.button4 = this.button4;
2906 store.button5 = (typing) ? 0 : this.button5;
2907 store.button6 = this.button6;
2908 store.button7 = this.button7;
2909 store.button8 = this.button8;
2910 store.button9 = this.button9;
2911 store.button10 = this.button10;
2912 store.button11 = this.button11;
2913 store.button12 = this.button12;
2914 store.button13 = this.button13;
2915 store.button14 = this.button14;
2916 store.button15 = this.button15;
2917 store.button16 = this.button16;
2918 store.buttonuse = this.buttonuse;
2919 store.buttonchat = this.buttonchat;
2921 store.cursor_active = this.cursor_active;
2922 store.cursor_screen = this.cursor_screen;
2923 store.cursor_trace_start = this.cursor_trace_start;
2924 store.cursor_trace_endpos = this.cursor_trace_endpos;
2925 store.cursor_trace_ent = this.cursor_trace_ent;
2927 store.ping = this.ping;
2928 store.ping_packetloss = this.ping_packetloss;
2929 store.ping_movementloss = this.ping_movementloss;
2931 store.v_angle = this.v_angle;
2932 store.movement = (typing) ? '0 0 0' : this.movement;
2935 NET_HANDLE(fpsreport, bool)
2937 int fps = ReadShort();
2938 PlayerScore_Set(sender, SP_FPS, fps);