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, true);
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, true);
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 int playerid_save = this.playerid;
1300 this.playerid = 0; // silent
1301 TeamBalance_JoinBestTeam(this, false); // if the team number is valid, keep it
1302 this.playerid = playerid_save;
1304 TRANSMUTE(Observer, this);
1306 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1308 // always track bots, don't ask for cl_allow_uidtracking
1309 if (IS_BOT_CLIENT(this))
1310 PlayerStats_GameReport_AddPlayer(this);
1312 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1314 if (autocvar_sv_eventlog)
1315 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1317 LogTeamchange(this.playerid, this.team, TEAM_CHANGE_CONNECT);
1319 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1321 if(teamplay && IS_PLAYER(this))
1322 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1324 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1326 stuffcmd(this, clientstuff, "\n");
1327 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1329 FixClientCvars(this);
1331 // get version info from player
1332 stuffcmd(this, "cmd clientversion $gameversion\n");
1334 // notify about available teams
1337 entity balance = TeamBalance_CheckAllowedTeams(this);
1338 int t = TeamBalance_GetAllowedTeams(balance);
1339 TeamBalance_Destroy(balance);
1340 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1344 stuffcmd(this, "set _teams_available 0\n");
1347 bot_relinkplayerlist();
1349 CS(this).spectatortime = time;
1350 if (blockSpectators)
1352 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1355 CS(this).jointime = time;
1357 if (IS_REAL_CLIENT(this))
1359 if (g_weaponarena_weapons == WEPSET(TUBA))
1360 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1363 if (!sv_foginterval && world.fog != "")
1364 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1366 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1367 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1368 send_CSQC_teamnagger();
1370 CSQCMODEL_AUTOINIT(this);
1372 CS(this).model_randomizer = random();
1374 if (IS_REAL_CLIENT(this))
1375 sv_notice_join(this);
1377 // update physics stats (players can spawn before physics runs)
1378 Physics_UpdateStats(this);
1380 IL_EACH(g_initforplayer, it.init_for_player, {
1381 it.init_for_player(it, this);
1384 Handicap_Initialize(this);
1386 MUTATOR_CALLHOOK(ClientConnect, this);
1388 if (IS_REAL_CLIENT(this))
1390 if (!autocvar_g_campaign && !IS_PLAYER(this))
1392 CS(this).motd_actived_time = -1;
1393 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1401 Called when a client disconnects from the server
1404 .entity chatbubbleentity;
1405 void ClientDisconnect(entity this)
1407 assert(IS_CLIENT(this), return);
1409 PlayerStats_GameReport_FinalizePlayer(this);
1410 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1411 if (CS(this).active_minigame) part_minigame(this);
1412 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1414 if (autocvar_sv_eventlog)
1415 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1417 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1420 SetSpectatee(this, NULL);
1422 MUTATOR_CALLHOOK(ClientDisconnect, this);
1424 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1425 strfree(CS(this).weaponorder_byimpulse);
1426 ClientState_detach(this);
1428 Portal_ClearAll(this);
1432 RemoveGrapplingHooks(this);
1434 // Here, everything has been done that requires this player to be a client.
1436 this.flags &= ~FL_CLIENT;
1438 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1439 if (this.killindicator) delete(this.killindicator);
1441 WaypointSprite_PlayerGone(this);
1443 bot_relinkplayerlist();
1445 strfree(this.clientstatus);
1446 if (this.personal) delete(this.personal);
1450 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1455 void ChatBubbleThink(entity this)
1457 this.nextthink = time;
1458 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1460 if(this.owner) // but why can that ever be NULL?
1461 this.owner.chatbubbleentity = NULL;
1468 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1470 if ( CS(this.owner).active_minigame )
1471 this.mdl = "models/sprites/minigame_busy.iqm";
1472 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1473 this.mdl = "models/misc/chatbubble.spr";
1476 if ( this.model != this.mdl )
1477 _setmodel(this, this.mdl);
1481 void UpdateChatBubble(entity this)
1485 // spawn a chatbubble entity if needed
1486 if (!this.chatbubbleentity)
1488 this.chatbubbleentity = new(chatbubbleentity);
1489 this.chatbubbleentity.owner = this;
1490 this.chatbubbleentity.exteriormodeltoclient = this;
1491 setthink(this.chatbubbleentity, ChatBubbleThink);
1492 this.chatbubbleentity.nextthink = time;
1493 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1494 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1495 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1496 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1497 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1498 //this.chatbubbleentity.model = "";
1499 this.chatbubbleentity.effects = EF_LOWPRECISION;
1504 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1505 // added to the model skins
1506 /*void UpdateColorModHack()
1509 c = this.clientcolors & 15;
1510 // LordHavoc: only bothering to support white, green, red, yellow, blue
1511 if (!teamplay) this.colormod = '0 0 0';
1512 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1513 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1514 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1515 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1516 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1517 else this.colormod = '1 1 1';
1520 void respawn(entity this)
1522 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1524 this.solid = SOLID_NOT;
1525 this.takedamage = DAMAGE_NO;
1526 set_movetype(this, MOVETYPE_FLY);
1527 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1528 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1529 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1530 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1531 if(autocvar_g_respawn_ghosts_maxtime)
1532 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1537 this.effects |= EF_NODRAW; // prevent another CopyBody
1538 PutClientInServer(this);
1541 void PrintToChat(entity client, string text)
1543 text = strcat("\{1}^7", text, "\n");
1544 sprint(client, text);
1547 void DebugPrintToChat(entity client, string text)
1549 if (autocvar_developer)
1551 PrintToChat(client, text);
1555 void PrintToChatAll(string text)
1557 text = strcat("\{1}^7", text, "\n");
1561 void DebugPrintToChatAll(string text)
1563 if (autocvar_developer)
1565 PrintToChatAll(text);
1569 void PrintToChatTeam(int team_num, string text)
1571 text = strcat("\{1}^7", text, "\n");
1572 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1574 if (it.team == team_num)
1581 void DebugPrintToChatTeam(int team_num, string text)
1583 if (autocvar_developer)
1585 PrintToChatTeam(team_num, text);
1589 void play_countdown(entity this, float finished, Sound samp)
1592 if(IS_REAL_CLIENT(this))
1593 if(floor(finished - time - frametime) != floor(finished - time))
1594 if(finished - time < 6)
1595 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1598 void player_powerups(entity this)
1600 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1601 int items_prev = this.items;
1603 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1604 this.modelflags |= MF_ROCKET;
1606 this.modelflags &= ~MF_ROCKET;
1608 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1610 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1613 Fire_ApplyDamage(this);
1614 Fire_ApplyEffect(this);
1616 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1618 if (this.items & ITEM_Strength.m_itemid)
1620 play_countdown(this, this.strength_finished, SND_POWEROFF);
1621 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1622 if (time > this.strength_finished)
1624 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1625 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1626 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1631 if (time < this.strength_finished)
1633 this.items = this.items | ITEM_Strength.m_itemid;
1635 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1636 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1639 if (this.items & ITEM_Shield.m_itemid)
1641 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1642 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1643 if (time > this.invincible_finished)
1645 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1646 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1647 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1652 if (time < this.invincible_finished)
1654 this.items = this.items | ITEM_Shield.m_itemid;
1656 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1657 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1660 if (this.items & IT_SUPERWEAPON)
1662 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1664 this.superweapons_finished = 0;
1665 this.items = this.items - (this.items & IT_SUPERWEAPON);
1666 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1667 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1669 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1671 // don't let them run out
1675 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1676 if (time > this.superweapons_finished)
1678 this.items = this.items - (this.items & IT_SUPERWEAPON);
1679 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1680 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1681 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1685 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1687 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1689 this.items = this.items | IT_SUPERWEAPON;
1691 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1692 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1696 this.superweapons_finished = 0;
1697 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1702 this.superweapons_finished = 0;
1706 if(autocvar_g_nodepthtestplayers)
1707 this.effects = this.effects | EF_NODEPTHTEST;
1709 if(autocvar_g_fullbrightplayers)
1710 this.effects = this.effects | EF_FULLBRIGHT;
1712 if (time >= game_starttime)
1713 if (time < this.spawnshieldtime)
1714 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1716 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1719 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1721 if(current > stable)
1723 else if(current > stable - 0.25) // when close enough, "snap"
1726 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1729 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1731 if(current < stable)
1733 else if(current < stable + 0.25) // when close enough, "snap"
1736 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1739 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1741 if(current > rotstable)
1743 if(rotframetime > 0)
1745 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1746 current = max(rotstable, current - rotlinear * rotframetime);
1749 else if(current < regenstable)
1751 if(regenframetime > 0)
1753 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1754 current = min(regenstable, current + regenlinear * regenframetime);
1764 void player_regen(entity this)
1766 float max_mod, regen_mod, rot_mod, limit_mod;
1767 max_mod = regen_mod = rot_mod = limit_mod = 1;
1769 float regen_health = autocvar_g_balance_health_regen;
1770 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1771 float regen_health_rot = autocvar_g_balance_health_rot;
1772 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1773 float regen_health_stable = autocvar_g_balance_health_regenstable;
1774 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1775 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1776 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1777 max_mod = M_ARGV(1, float);
1778 regen_mod = M_ARGV(2, float);
1779 rot_mod = M_ARGV(3, float);
1780 limit_mod = M_ARGV(4, float);
1781 regen_health = M_ARGV(5, float);
1782 regen_health_linear = M_ARGV(6, float);
1783 regen_health_rot = M_ARGV(7, float);
1784 regen_health_rotlinear = M_ARGV(8, float);
1785 regen_health_stable = M_ARGV(9, float);
1786 regen_health_rotstable = M_ARGV(10, float);
1788 if(!mutator_returnvalue)
1789 if(!STAT(FROZEN, this))
1791 float mina, maxa, limith, limita;
1792 maxa = autocvar_g_balance_armor_rotstable;
1793 mina = autocvar_g_balance_armor_regenstable;
1794 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1795 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1797 regen_health_rotstable = regen_health_rotstable * max_mod;
1798 regen_health_stable = regen_health_stable * max_mod;
1799 limith = limith * limit_mod;
1800 limita = limita * limit_mod;
1802 SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1803 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1804 rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
1805 SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
1806 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
1807 rot_mod * frametime * (time > this.pauserothealth_finished), limith));
1810 // if player rotted to death... die!
1811 // check this outside above checks, as player may still be able to rot to death
1812 if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
1815 vehicles_exit(this.vehicle, VHEF_RELEASE);
1816 if(this.event_damage)
1817 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1820 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1822 float minf, maxf, limitf;
1824 maxf = autocvar_g_balance_fuel_rotstable;
1825 minf = autocvar_g_balance_fuel_regenstable;
1826 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1828 SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1829 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1830 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
1835 void SetZoomState(entity this, float newzoom)
1837 if(newzoom != CS(this).zoomstate)
1839 CS(this).zoomstate = newzoom;
1840 ClientData_Touch(this);
1842 zoomstate_set = true;
1845 void GetPressedKeys(entity this)
1847 MUTATOR_CALLHOOK(GetPressedKeys, this);
1848 int keys = STAT(PRESSED_KEYS, this);
1849 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1850 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1851 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1852 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1854 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1855 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1856 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1857 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1858 CS(this).pressedkeys = keys; // store for other users
1860 STAT(PRESSED_KEYS, this) = keys;
1864 ======================
1865 spectate mode routines
1866 ======================
1869 void SpectateCopy(entity this, entity spectatee)
1871 TC(Client, this); TC(Client, spectatee);
1873 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1874 PS(this) = PS(spectatee);
1875 this.armortype = spectatee.armortype;
1876 SetResourceAmountExplicit(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
1877 SetResourceAmountExplicit(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
1878 SetResourceAmountExplicit(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
1879 SetResourceAmountExplicit(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
1880 SetResourceAmountExplicit(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
1881 SetResourceAmountExplicit(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
1882 SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
1883 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1884 SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
1885 CS(this).impulse = 0;
1886 this.items = spectatee.items;
1887 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1888 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1889 this.strength_finished = spectatee.strength_finished;
1890 this.invincible_finished = spectatee.invincible_finished;
1891 this.superweapons_finished = spectatee.superweapons_finished;
1892 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1893 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1894 this.punchangle = spectatee.punchangle;
1895 this.view_ofs = spectatee.view_ofs;
1896 this.velocity = spectatee.velocity;
1897 this.dmg_take = spectatee.dmg_take;
1898 this.dmg_save = spectatee.dmg_save;
1899 this.dmg_inflictor = spectatee.dmg_inflictor;
1900 this.v_angle = spectatee.v_angle;
1901 this.angles = spectatee.v_angle;
1902 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1903 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1904 this.viewloc = spectatee.viewloc;
1905 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1906 this.fixangle = true;
1907 setorigin(this, spectatee.origin);
1908 setsize(this, spectatee.mins, spectatee.maxs);
1909 SetZoomState(this, CS(spectatee).zoomstate);
1911 anticheat_spectatecopy(this, spectatee);
1912 STAT(HUD, this) = STAT(HUD, spectatee);
1913 if(spectatee.vehicle)
1915 this.angles = spectatee.v_angle;
1917 //this.fixangle = false;
1918 //this.velocity = spectatee.vehicle.velocity;
1919 this.vehicle_health = spectatee.vehicle_health;
1920 this.vehicle_shield = spectatee.vehicle_shield;
1921 this.vehicle_energy = spectatee.vehicle_energy;
1922 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1923 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1924 this.vehicle_reload1 = spectatee.vehicle_reload1;
1925 this.vehicle_reload2 = spectatee.vehicle_reload2;
1927 //msg_entity = this;
1929 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1930 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1931 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1932 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1934 //WriteByte (MSG_ONE, SVC_SETVIEW);
1935 // WriteEntity(MSG_ONE, this);
1936 //makevectors(spectatee.v_angle);
1937 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1941 bool SpectateUpdate(entity this)
1946 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1948 SetSpectatee(this, NULL);
1952 SpectateCopy(this, this.enemy);
1957 bool SpectateSet(entity this)
1959 if(!IS_PLAYER(this.enemy))
1962 ClientData_Touch(this.enemy);
1965 WriteByte(MSG_ONE, SVC_SETVIEW);
1966 WriteEntity(MSG_ONE, this.enemy);
1967 set_movetype(this, MOVETYPE_NONE);
1968 accuracy_resend(this);
1970 if(!SpectateUpdate(this))
1971 PutObserverInServer(this);
1976 void SetSpectatee_status(entity this, int spectatee_num)
1978 int oldspectatee_status = CS(this).spectatee_status;
1979 CS(this).spectatee_status = spectatee_num;
1981 if (CS(this).spectatee_status != oldspectatee_status)
1983 ClientData_Touch(this);
1984 if (g_race || g_cts) race_InitSpectator();
1988 void SetSpectatee(entity this, entity spectatee)
1990 if(IS_BOT_CLIENT(this))
1991 return; // bots abuse .enemy, this code is useless to them
1993 entity old_spectatee = this.enemy;
1995 this.enemy = spectatee;
1998 // these are required to fix the spectator bug with arc
2001 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2003 .entity weaponentity = weaponentities[slot];
2004 if(old_spectatee.(weaponentity).arc_beam)
2005 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2010 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2012 .entity weaponentity = weaponentities[slot];
2013 if(this.enemy.(weaponentity).arc_beam)
2014 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
2019 SetSpectatee_status(this, etof(this.enemy));
2021 // needed to update spectator list
2022 if(old_spectatee) { ClientData_Touch(old_spectatee); }
2025 bool Spectate(entity this, entity pl)
2027 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
2029 pl = M_ARGV(1, entity);
2031 SetSpectatee(this, pl);
2032 return SpectateSet(this);
2035 bool SpectateNext(entity this)
2037 entity ent = find(this.enemy, classname, STR_PLAYER);
2039 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
2040 ent = M_ARGV(1, entity);
2042 ent = find(ent, classname, STR_PLAYER);
2044 if(ent) { SetSpectatee(this, ent); }
2046 return SpectateSet(this);
2049 bool SpectatePrev(entity this)
2051 // NOTE: chain order is from the highest to the lower entnum (unlike find)
2052 entity ent = findchain(classname, STR_PLAYER);
2053 if (!ent) // no player
2057 // skip players until current spectated player
2059 while(ent && ent != this.enemy)
2062 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
2064 case MUT_SPECPREV_FOUND:
2065 ent = M_ARGV(1, entity);
2067 case MUT_SPECPREV_RETURN:
2069 case MUT_SPECPREV_CONTINUE:
2080 SetSpectatee(this, ent);
2081 return SpectateSet(this);
2086 ShowRespawnCountdown()
2088 Update a respawn countdown display.
2091 void ShowRespawnCountdown(entity this)
2094 if(!IS_DEAD(this)) // just respawned?
2098 number = ceil(this.respawn_time - time);
2101 if(number <= this.respawn_countdown)
2103 this.respawn_countdown = number - 1;
2104 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
2105 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2110 .bool team_selected;
2111 bool ShowTeamSelection(entity this)
2113 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2115 stuffcmd(this, "menu_showteamselect\n");
2118 void Join(entity this)
2120 TRANSMUTE(Player, this);
2122 if(!this.team_selected)
2123 if(autocvar_g_campaign || autocvar_g_balance_teams)
2124 TeamBalance_JoinBestTeam(this, true);
2126 if(autocvar_g_campaign)
2127 campaign_bots_may_start = true;
2129 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2131 PutClientInServer(this);
2134 if(teamplay && this.team != -1)
2136 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2139 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2140 this.team_selected = false;
2144 * Determines whether the player is allowed to join. This depends on cvar
2145 * g_maxplayers, if it isn't used this function always return true, otherwise
2146 * it checks whether the number of currently playing players exceeds g_maxplayers.
2147 * @return int number of free slots for players, 0 if none
2149 int nJoinAllowed(entity this, entity ignore)
2152 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2153 // so report 0 free slots if restricted
2155 if(autocvar_g_forced_team_otherwise == "spectate")
2157 if(autocvar_g_forced_team_otherwise == "spectator")
2161 if(this && this.team_forced < 0)
2162 return 0; // forced spectators can never join
2164 // TODO simplify this
2165 int totalClients = 0;
2166 int currentlyPlaying = 0;
2167 FOREACH_CLIENT(true, {
2170 if(IS_REAL_CLIENT(it))
2171 if(IS_PLAYER(it) || it.caplayer)
2175 float free_slots = 0;
2176 if (!autocvar_g_maxplayers)
2177 free_slots = maxclients - totalClients;
2178 else if(currentlyPlaying < autocvar_g_maxplayers)
2179 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2181 static float join_prevent_msg_time = 0;
2182 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2184 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2185 join_prevent_msg_time = time + 3;
2192 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2193 * g_maxplayers_spectator_blocktime seconds
2195 void checkSpectatorBlock(entity this)
2197 if(IS_SPEC(this) || IS_OBSERVER(this))
2199 if(IS_REAL_CLIENT(this))
2201 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2202 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2208 void PrintWelcomeMessage(entity this)
2210 if(CS(this).motd_actived_time == 0)
2212 if (autocvar_g_campaign) {
2213 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2214 CS(this).motd_actived_time = time;
2215 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2218 if (PHYS_INPUT_BUTTON_INFO(this)) {
2219 CS(this).motd_actived_time = time;
2220 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2224 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2226 if (autocvar_g_campaign) {
2227 if (PHYS_INPUT_BUTTON_INFO(this))
2228 CS(this).motd_actived_time = time;
2229 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // 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);
2234 if (PHYS_INPUT_BUTTON_INFO(this))
2235 CS(this).motd_actived_time = time;
2236 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2237 CS(this).motd_actived_time = 0;
2238 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2242 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2244 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2245 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2246 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2248 // instanctly hide MOTD
2249 CS(this).motd_actived_time = 0;
2250 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2255 const int MIN_SPEC_TIME = 1;
2256 bool joinAllowed(entity this)
2258 if (CS(this).version_mismatch) return false;
2259 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2260 if (!nJoinAllowed(this, this)) return false;
2261 if (teamplay && lockteams) return false;
2262 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2263 if (ShowTeamSelection(this)) return false;
2268 .string shootfromfixedorigin;
2269 bool PlayerThink(entity this)
2271 if (game_stopped || intermission_running) {
2272 this.modelflags &= ~MF_ROCKET;
2273 if(intermission_running)
2274 IntermissionThink(this);
2278 if (timeout_status == TIMEOUT_ACTIVE) {
2279 // don't allow the player to turn around while game is paused
2280 // FIXME turn this into CSQC stuff
2281 this.v_angle = this.lastV_angle;
2282 this.angles = this.lastV_angle;
2283 this.fixangle = true;
2286 if (frametime) player_powerups(this);
2288 if (IS_DEAD(this)) {
2289 if (this.personal && g_race_qualifying) {
2290 if (time > this.respawn_time) {
2291 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2293 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2296 if (frametime) player_anim(this);
2298 if (this.respawn_flags & RESPAWN_DENY)
2300 STAT(RESPAWN_TIME, this) = 0;
2304 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));
2306 switch(this.deadflag)
2310 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2311 this.deadflag = DEAD_RESPAWNING;
2312 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2313 this.deadflag = DEAD_DEAD;
2319 this.deadflag = DEAD_RESPAWNABLE;
2320 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2321 this.deadflag = DEAD_RESPAWNING;
2324 case DEAD_RESPAWNABLE:
2326 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2327 this.deadflag = DEAD_RESPAWNING;
2330 case DEAD_RESPAWNING:
2332 if (time > this.respawn_time)
2334 this.respawn_time = time + 1; // only retry once a second
2335 this.respawn_time_max = this.respawn_time;
2342 ShowRespawnCountdown(this);
2344 if (this.respawn_flags & RESPAWN_SILENT)
2345 STAT(RESPAWN_TIME, this) = 0;
2346 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2348 if (time < this.respawn_time)
2349 STAT(RESPAWN_TIME, this) = this.respawn_time;
2350 else if (this.deadflag != DEAD_RESPAWNING)
2351 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2354 STAT(RESPAWN_TIME, this) = this.respawn_time;
2357 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2358 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2359 STAT(RESPAWN_TIME, this) *= -1;
2364 FixPlayermodel(this);
2366 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2367 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2368 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2371 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2374 this.items &= ~this.items_added;
2376 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2378 .entity weaponentity = weaponentities[slot];
2379 W_WeaponFrame(this, weaponentity);
2382 this.items_added = 0;
2383 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
2384 this.items_added |= IT_FUEL;
2386 this.items |= this.items_added;
2391 // WEAPONTODO: Add a weapon request for this
2392 // rot vortex charge to the charge limit
2393 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2395 .entity weaponentity = weaponentities[slot];
2396 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2397 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2400 if (frametime) player_anim(this);
2403 secrets_setstatus(this);
2406 monsters_setstatus(this);
2408 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2413 .bool would_spectate;
2414 void ObserverThink(entity this)
2416 if ( CS(this).impulse )
2418 MinigameImpulse(this, CS(this).impulse);
2419 CS(this).impulse = 0;
2422 if (this.flags & FL_JUMPRELEASED) {
2423 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2424 this.flags &= ~FL_JUMPRELEASED;
2425 this.flags |= FL_SPAWNING;
2426 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch || this.would_spectate) {
2427 this.flags &= ~FL_JUMPRELEASED;
2428 if(SpectateNext(this)) {
2429 TRANSMUTE(Spectator, this);
2432 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2433 set_movetype(this, preferred_movetype);
2436 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2437 this.flags |= FL_JUMPRELEASED;
2438 if(this.flags & FL_SPAWNING)
2440 this.flags &= ~FL_SPAWNING;
2448 void SpectatorThink(entity this)
2450 if ( CS(this).impulse )
2452 if(MinigameImpulse(this, CS(this).impulse))
2453 CS(this).impulse = 0;
2455 if (CS(this).impulse == IMP_weapon_drop.impulse)
2457 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2458 CS(this).impulse = 0;
2463 if (this.flags & FL_JUMPRELEASED) {
2464 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2465 this.flags &= ~FL_JUMPRELEASED;
2466 this.flags |= FL_SPAWNING;
2467 } 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)) {
2468 this.flags &= ~FL_JUMPRELEASED;
2469 if(SpectateNext(this)) {
2470 TRANSMUTE(Spectator, this);
2472 TRANSMUTE(Observer, this);
2473 PutClientInServer(this);
2475 CS(this).impulse = 0;
2476 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2477 this.flags &= ~FL_JUMPRELEASED;
2478 if(SpectatePrev(this)) {
2479 TRANSMUTE(Spectator, this);
2481 TRANSMUTE(Observer, this);
2482 PutClientInServer(this);
2484 CS(this).impulse = 0;
2485 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2486 this.would_spectate = false;
2487 this.flags &= ~FL_JUMPRELEASED;
2488 TRANSMUTE(Observer, this);
2489 PutClientInServer(this);
2491 if(!SpectateUpdate(this))
2493 if(!SpectateNext(this))
2495 PutObserverInServer(this);
2496 this.would_spectate = true;
2501 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2502 this.flags |= FL_JUMPRELEASED;
2503 if(this.flags & FL_SPAWNING)
2505 this.flags &= ~FL_SPAWNING;
2510 if(!SpectateUpdate(this))
2511 PutObserverInServer(this);
2514 this.flags |= FL_CLIENT | FL_NOTARGET;
2517 void PlayerUseKey(entity this)
2519 if (!IS_PLAYER(this))
2526 vehicles_exit(this.vehicle, VHEF_NORMAL);
2530 else if(autocvar_g_vehicles_enter)
2532 if(!STAT(FROZEN, this))
2536 entity head, closest_target = NULL;
2537 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2539 while(head) // find the closest acceptable target to enter
2541 if(IS_VEHICLE(head))
2543 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2544 if(head.takedamage != DAMAGE_NO)
2548 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2549 { closest_target = head; }
2551 else { closest_target = head; }
2557 if(closest_target) { vehicles_enter(this, closest_target); return; }
2561 // a use key was pressed; call handlers
2562 MUTATOR_CALLHOOK(PlayerUseKey, this);
2570 Called every frame for each client before the physics are run
2573 .float last_vehiclecheck;
2574 void PlayerPreThink (entity this)
2576 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2577 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2579 WarpZone_PlayerPhysics_FixVAngle(this);
2582 // physics frames: update anticheat stuff
2583 anticheat_prethink(this);
2586 if (blockSpectators && frametime) {
2587 // WORKAROUND: only use dropclient in server frames (frametime set).
2588 // Never use it in cl_movement frames (frametime zero).
2589 checkSpectatorBlock(this);
2592 zoomstate_set = false;
2594 // Check for nameless players
2595 if (this.netname == "" || this.netname != CS(this).netname_previous)
2597 bool assume_unchanged = (CS(this).netname_previous == "");
2598 if (isInvisibleString(this.netname))
2600 this.netname = strzone(sprintf("Player#%d", this.playerid));
2601 assume_unchanged = false;
2602 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2604 if (!assume_unchanged && autocvar_sv_eventlog)
2605 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2606 strcpy(CS(this).netname_previous, this.netname);
2610 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2611 CS(this).version_nagtime = 0;
2612 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2614 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2616 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2618 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2619 if (r < 0) { // old client
2620 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2621 } else if (r > 0) { // old server
2622 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2628 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2630 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2631 this.max_armorvalue = 0;
2636 if (STAT(FROZEN, this) == 2)
2638 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2639 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2640 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2642 if (STAT(REVIVE_PROGRESS, this) >= 1)
2645 else if (STAT(FROZEN, this) == 3)
2647 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2648 SetResourceAmountExplicit(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2650 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
2653 vehicles_exit(this.vehicle, VHEF_RELEASE);
2654 if(this.event_damage)
2655 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2657 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2662 MUTATOR_CALLHOOK(PlayerPreThink, this);
2664 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2665 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2667 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2669 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2670 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2672 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2676 if(!it.team || SAME_TEAM(this, it))
2677 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2678 else if(autocvar_g_vehicles_steal)
2679 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2683 this.last_vehiclecheck = time + 1;
2686 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2688 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2690 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2693 if (IS_REAL_CLIENT(this))
2694 PrintWelcomeMessage(this);
2696 if (IS_PLAYER(this)) {
2697 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2698 error("Client can't be spawned as player on connection!");
2699 if(!PlayerThink(this))
2702 else if (game_stopped || intermission_running) {
2703 if(intermission_running)
2704 IntermissionThink(this);
2707 else if (IS_REAL_CLIENT(this) && !CS(this).autojoin_checked && time >= CS(this).jointime + MIN_SPEC_TIME)
2709 CS(this).autojoin_checked = true;
2710 // don't do this in ClientConnect
2711 // many things can go wrong if a client is spawned as player on connection
2712 if (MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2713 || (!(autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0)
2714 && (!teamplay || autocvar_g_balance_teams)))
2716 campaign_bots_may_start = true;
2721 else if (IS_OBSERVER(this)) {
2722 ObserverThink(this);
2724 else if (IS_SPEC(this)) {
2725 SpectatorThink(this);
2728 // WEAPONTODO: Add weapon request for this
2729 if (!zoomstate_set) {
2730 bool wep_zoomed = false;
2731 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2733 .entity weaponentity = weaponentities[slot];
2734 Weapon thiswep = this.(weaponentity).m_weapon;
2735 if(thiswep != WEP_Null && thiswep.wr_zoom)
2736 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2738 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2741 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2743 CS(this).teamkill_soundtime = 0;
2745 entity e = CS(this).teamkill_soundsource;
2746 entity oldpusher = e.pusher;
2748 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2749 e.pusher = oldpusher;
2752 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2753 CS(this).taunt_soundtime = 0;
2754 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2757 target_voicescript_next(this);
2759 // WEAPONTODO: Move into weaponsystem somehow
2760 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2761 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2763 .entity weaponentity = weaponentities[slot];
2764 if(this.(weaponentity).m_weapon == WEP_Null)
2765 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2769 void DrownPlayer(entity this)
2771 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2774 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2776 if(this.air_finished < time)
2777 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2778 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2780 else if (this.air_finished < time)
2782 if (this.pain_finished < time)
2784 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');
2785 this.pain_finished = time + 0.5;
2790 .bool move_qcphysics;
2792 void Player_Physics(entity this)
2794 set_movetype(this, this.move_movetype);
2796 if(!this.move_qcphysics)
2799 if(!frametime && !CS(this).pm_frametime)
2802 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2804 CS(this).pm_frametime = 0;
2811 Called every frame for each client after the physics are run
2814 void PlayerPostThink (entity this)
2816 Player_Physics(this);
2819 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2820 if (IS_REAL_CLIENT(this))
2821 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2823 int totalClients = 0;
2824 if(sv_maxidle_slots > 0)
2826 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2832 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2833 { /* do nothing */ }
2834 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2836 if (CS(this).idlekick_lasttimeleft)
2838 CS(this).idlekick_lasttimeleft = 0;
2839 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2844 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2845 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2846 if (!CS(this).idlekick_lasttimeleft)
2847 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2849 if (timeleft <= 0) {
2850 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2854 else if (timeleft <= 10) {
2855 if (timeleft != CS(this).idlekick_lasttimeleft) {
2856 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2858 CS(this).idlekick_lasttimeleft = timeleft;
2867 this.solid = SOLID_NOT;
2868 this.takedamage = DAMAGE_NO;
2869 set_movetype(this, MOVETYPE_NONE);
2872 if (IS_PLAYER(this)) {
2873 if(this.death_time == time && IS_DEAD(this))
2875 // player's bbox gets resized now, instead of in the damage event that killed the player,
2876 // once all the damage events of this frame have been processed with normal size
2878 setsize(this, this.mins, this.maxs);
2881 UpdateChatBubble(this);
2882 if (CS(this).impulse) ImpulseCommands(this);
2885 CSQCMODEL_AUTOUPDATE(this);
2888 GetPressedKeys(this);
2891 if (this.waypointsprite_attachedforcarrier) {
2892 vector v = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2893 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2896 CSQCMODEL_AUTOUPDATE(this);
2899 // hack to copy the button fields from the client entity to the Client State
2900 void PM_UpdateButtons(entity this, entity store)
2903 store.impulse = this.impulse;
2906 bool typing = this.buttonchat;
2908 store.button0 = (typing) ? 0 : this.button0;
2910 store.button2 = (typing) ? 0 : this.button2;
2911 store.button3 = (typing) ? 0 : this.button3;
2912 store.button4 = this.button4;
2913 store.button5 = (typing) ? 0 : this.button5;
2914 store.button6 = this.button6;
2915 store.button7 = this.button7;
2916 store.button8 = this.button8;
2917 store.button9 = this.button9;
2918 store.button10 = this.button10;
2919 store.button11 = this.button11;
2920 store.button12 = this.button12;
2921 store.button13 = this.button13;
2922 store.button14 = this.button14;
2923 store.button15 = this.button15;
2924 store.button16 = this.button16;
2925 store.buttonuse = this.buttonuse;
2926 store.buttonchat = this.buttonchat;
2928 store.cursor_active = this.cursor_active;
2929 store.cursor_screen = this.cursor_screen;
2930 store.cursor_trace_start = this.cursor_trace_start;
2931 store.cursor_trace_endpos = this.cursor_trace_endpos;
2932 store.cursor_trace_ent = this.cursor_trace_ent;
2934 store.ping = this.ping;
2935 store.ping_packetloss = this.ping_packetloss;
2936 store.ping_movementloss = this.ping_movementloss;
2938 store.v_angle = this.v_angle;
2939 store.movement = (typing) ? '0 0 0' : this.movement;
2942 NET_HANDLE(fpsreport, bool)
2944 int fps = ReadShort();
2945 PlayerScore_Set(sender, SP_FPS, fps);