3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/debug.qh>
6 #include <common/effects/all.qh>
7 #include <common/effects/qc/globalsound.qh>
8 #include <common/ent_cs.qh>
9 #include <common/gamemodes/_mod.qh>
10 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
11 #include <common/items/_mod.qh>
12 #include <common/items/inventory.qh>
13 #include <common/mapobjects/func/conveyor.qh>
14 #include <common/mapobjects/func/ladder.qh>
15 #include <common/mapobjects/subs.qh>
16 #include <common/mapobjects/target/spawnpoint.qh>
17 #include <common/mapobjects/teleporters.qh>
18 #include <common/mapobjects/trigger/counter.qh>
19 #include <common/mapobjects/trigger/secret.qh>
20 #include <common/mapobjects/trigger/swamp.qh>
21 #include <common/mapobjects/triggers.qh>
22 #include <common/minigames/sv_minigames.qh>
23 #include <common/monsters/sv_monsters.qh>
24 #include <common/mutators/mutator/instagib/sv_instagib.qh>
25 #include <common/mutators/mutator/nades/nades.qh>
26 #include <common/mutators/mutator/overkill/oknex.qh>
27 #include <common/mutators/mutator/status_effects/_mod.qh>
28 #include <common/mutators/mutator/waypoints/all.qh>
29 #include <common/net_linked.qh>
30 #include <common/net_notice.qh>
31 #include <common/notifications/all.qh>
32 #include <common/physics/player.qh>
33 #include <common/playerstats.qh>
34 #include <common/resources/sv_resources.qh>
35 #include <common/state.qh>
36 #include <common/stats.qh>
37 #include <common/vehicles/all.qh>
38 #include <common/vehicles/sv_vehicles.qh>
39 #include <common/viewloc.qh>
40 #include <common/weapons/_all.qh>
41 #include <common/weapons/weapon/vortex.qh>
42 #include <common/wepent.qh>
43 #include <lib/csqcmodel/sv_model.qh>
44 #include <lib/warpzone/common.qh>
45 #include <lib/warpzone/server.qh>
46 #include <server/anticheat.qh>
47 #include <server/antilag.qh>
48 #include <server/bot/api.qh>
49 #include <server/bot/default/cvars.qh>
50 #include <server/bot/default/waypoints.qh>
51 #include <server/campaign.qh>
52 #include <server/chat.qh>
53 #include <server/cheats.qh>
54 #include <server/clientkill.qh>
55 #include <server/command/banning.qh>
56 #include <server/command/cmd.qh>
57 #include <server/command/common.qh>
58 #include <server/command/vote.qh>
59 #include <server/compat/quake3.qh>
60 #include <server/damage.qh>
61 #include <server/gamelog.qh>
62 #include <server/handicap.qh>
63 #include <server/hook.qh>
64 #include <server/impulse.qh>
65 #include <server/intermission.qh>
66 #include <server/ipban.qh>
67 #include <server/main.qh>
68 #include <server/mutators/_mod.qh>
69 #include <server/player.qh>
70 #include <server/portals.qh>
71 #include <server/race.qh>
72 #include <server/scores.qh>
73 #include <server/scores_rules.qh>
74 #include <server/spawnpoints.qh>
75 #include <server/teamplay.qh>
76 #include <server/weapons/accuracy.qh>
77 #include <server/weapons/common.qh>
78 #include <server/weapons/hitplot.qh>
79 #include <server/weapons/selection.qh>
80 #include <server/weapons/tracing.qh>
81 #include <server/weapons/weaponsystem.qh>
82 #include <server/world.qh>
84 STATIC_METHOD(Client, Add, void(Client this, int _team))
87 TRANSMUTE(Player, this);
90 PutClientInServer(this);
93 STATIC_METHOD(Client, Remove, void(Client this))
95 TRANSMUTE(Observer, this);
96 PutClientInServer(this);
97 ClientDisconnect(this);
100 void send_CSQC_teamnagger() {
101 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
104 int CountSpectators(entity player, entity to)
106 if(!player) { return 0; } // not sure how, but best to be safe
110 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
118 void WriteSpectators(entity player, entity to)
120 if(!player) { return; } // not sure how, but best to be safe
123 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
125 if(spec_count >= MAX_SPECTATORS)
127 WriteByte(MSG_ENTITY, num_for_edict(it));
132 bool ClientData_Send(entity this, entity to, int sf)
134 assert(to == this.owner, return false);
137 if (IS_SPEC(e)) e = e.enemy;
140 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
141 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
142 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
143 if (observe_blocked_if_eliminated && INGAME(to))
144 sf |= BIT(3); // observing blocked
145 if (autocvar_sv_showspectators == 1 || (autocvar_sv_showspectators && IS_SPEC(to)))
146 sf |= BIT(4); // show spectators
148 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
149 WriteByte(MSG_ENTITY, sf);
152 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
156 float specs = CountSpectators(e, to);
157 WriteByte(MSG_ENTITY, specs);
158 WriteSpectators(e, to);
164 void ClientData_Attach(entity this)
166 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
167 CS(this).clientdata.drawonlytoclient = this;
168 CS(this).clientdata.owner = this;
171 void ClientData_Detach(entity this)
173 delete(CS(this).clientdata);
174 CS(this).clientdata = NULL;
177 void ClientData_Touch(entity e)
179 entity cd = CS(e).clientdata;
180 if (cd) { cd.SendFlags = 1; }
182 // make it spectatable
183 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
185 entity cd = CS(it).clientdata;
186 if (cd) { cd.SendFlags = 1; }
195 Checks if the argument string can be a valid playermodel.
196 Returns a valid one in doubt.
199 string FallbackPlayerModel;
200 string CheckPlayerModel(string plyermodel) {
201 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
203 // note: we cannot summon Don Strunzone here, some player may
204 // still have the model string set. In case anyone manages how
205 // to change a cvar default, we'll have a small leak here.
206 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
208 // only in right path
209 if(substring(plyermodel, 0, 14) != "models/player/")
210 return FallbackPlayerModel;
211 // only good file extensions
212 if(substring(plyermodel, -4, 4) != ".iqm"
213 && substring(plyermodel, -4, 4) != ".zym"
214 && substring(plyermodel, -4, 4) != ".dpm"
215 && substring(plyermodel, -4, 4) != ".md3"
216 && substring(plyermodel, -4, 4) != ".psk")
218 return FallbackPlayerModel;
220 // forbid the LOD models
221 if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
222 return FallbackPlayerModel;
223 if(plyermodel != strtolower(plyermodel))
224 return FallbackPlayerModel;
225 // also, restrict to server models
226 if(autocvar_sv_servermodelsonly)
228 if(!fexists(plyermodel))
229 return FallbackPlayerModel;
234 void setplayermodel(entity e, string modelname)
236 precache_model(modelname);
237 _setmodel(e, modelname);
238 player_setupanimsformodel(e);
239 if(!autocvar_g_debug_globalsounds)
240 UpdatePlayerSounds(e);
243 /** putting a client as observer in the server */
244 void PutObserverInServer(entity this, bool is_forced, bool use_spawnpoint)
246 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this, is_forced);
247 bool recount_ready = false;
248 PlayerState_detach(this);
252 if(GetResource(this, RES_HEALTH) >= 1)
255 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
258 // was a player, recount votes and ready status
259 if(IS_REAL_CLIENT(this))
261 if (vote_called) { VoteCount(false); }
263 if (warmup_stage || game_starttime > time) recount_ready = true;
265 entcs_update_players(this);
270 entity spot = SelectSpawnPoint(this, true);
271 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
272 this.angles = vec2(spot.angles);
273 // offset it so that the spectator spawns higher off the ground, looks better this way
274 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
276 else // change origin to restore previous view origin
277 setorigin(this, this.origin + STAT(PL_VIEW_OFS, this) - STAT(PL_CROUCH_VIEW_OFS, this));
278 this.fixangle = true;
280 if (IS_REAL_CLIENT(this))
283 WriteByte(MSG_ONE, SVC_SETVIEW);
284 WriteEntity(MSG_ONE, this);
286 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
287 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
288 if(!autocvar_g_debug_globalsounds)
290 // needed for player sounds
292 FixPlayermodel(this);
294 setmodel(this, MDL_Null);
295 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
296 this.view_ofs = '0 0 0';
298 RemoveGrapplingHooks(this);
299 Portal_ClearAll(this);
300 Unfreeze(this, false);
301 SetSpectatee(this, NULL);
306 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
310 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
312 TRANSMUTE(Observer, this);
314 if(recount_ready) ReadyCount(); // FIXME: please add comment about why this is delayed
316 WaypointSprite_PlayerDead(this);
317 accuracy_resend(this);
319 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
320 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
322 CS(this).spectatortime = time;
324 IL_REMOVE(g_bot_targets, this);
325 this.bot_attack = false;
326 if(this.monster_attack)
327 IL_REMOVE(g_monster_targets, this);
328 this.monster_attack = false;
329 STAT(HUD, this) = HUD_NORMAL;
330 this.iscreature = false;
331 this.teleportable = TELEPORT_SIMPLE;
332 if(this.damagedbycontents)
333 IL_REMOVE(g_damagedbycontents, this);
334 this.damagedbycontents = false;
335 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
336 SetSpectatee_status(this, etof(this));
337 this.takedamage = DAMAGE_NO;
338 this.solid = SOLID_NOT;
339 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
340 this.flags = FL_CLIENT | FL_NOTARGET;
342 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
343 this.pauserotarmor_finished = 0;
344 this.pauserothealth_finished = 0;
345 this.pauseregen_finished = 0;
346 this.damageforcescale = 0;
348 this.respawn_flags = 0;
349 this.respawn_time = 0;
350 STAT(RESPAWN_TIME, this) = 0;
354 this.pain_finished = 0;
355 STAT(AIR_FINISHED, this) = 0;
356 //this.dphitcontentsmask = 0;
357 this.dphitcontentsmask = DPCONTENTS_SOLID;
358 if (autocvar_g_playerclip_collisions)
359 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
362 setthink(this, func_null);
364 this.deadflag = DEAD_NO;
366 STAT(REVIVE_PROGRESS, this) = 0;
367 this.revival_time = 0;
368 this.draggable = drag_undraggable;
370 player_powerups_remove_all(this);
372 STAT(WEAPONS, this) = '0 0 0';
373 this.drawonlytoclient = this;
377 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
379 this.weaponmodel = "";
380 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
382 this.weaponentities[slot] = NULL;
384 this.exteriorweaponentity = NULL;
385 CS(this).killcount = FRAGS_SPECTATOR;
386 this.velocity = '0 0 0';
387 this.avelocity = '0 0 0';
388 this.punchangle = '0 0 0';
389 this.punchvector = '0 0 0';
390 this.oldvelocity = this.velocity;
391 this.event_damage = func_null;
392 this.event_heal = func_null;
394 for(int slot = 0; slot < MAX_AXH; ++slot)
396 entity axh = this.(AuxiliaryXhair[slot]);
397 this.(AuxiliaryXhair[slot]) = NULL;
399 if(axh.owner == this && axh != NULL && !wasfreed(axh))
403 if (mutator_returnvalue)
405 // mutator prevents resetting teams+score
409 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR); // clears scores too in game modes without teams
410 this.frags = FRAGS_SPECTATOR;
413 bot_relinkplayerlist();
415 if (CS(this).just_joined)
416 CS(this).just_joined = false;
419 int player_getspecies(entity this)
421 get_model_parameters(this.model, this.skin);
422 int s = get_model_parameters_species;
423 get_model_parameters(string_null, 0);
424 if (s < 0) return SPECIES_HUMAN;
428 .float model_randomizer;
429 void FixPlayermodel(entity player)
431 string defaultmodel = "";
433 if(autocvar_sv_defaultcharacter)
439 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
440 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
441 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
442 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
446 if(defaultmodel == "")
448 defaultmodel = autocvar_sv_defaultplayermodel;
449 defaultskin = autocvar_sv_defaultplayerskin;
452 int n = tokenize_console(defaultmodel);
455 defaultmodel = argv(floor(n * CS(player).model_randomizer));
456 // However, do NOT randomize if the player-selected model is in the list.
457 for (int i = 0; i < n; ++i)
458 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
459 defaultmodel = argv(i);
462 int i = strstrofs(defaultmodel, ":", 0);
465 defaultskin = stof(substring(defaultmodel, i+1, -1));
466 defaultmodel = substring(defaultmodel, 0, i);
469 if(autocvar_sv_defaultcharacterskin && !defaultskin)
475 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
476 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
477 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
478 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
483 defaultskin = autocvar_sv_defaultplayerskin;
486 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
487 defaultmodel = M_ARGV(0, string);
488 defaultskin = M_ARGV(1, int);
492 if(defaultmodel != "")
494 if (defaultmodel != player.model)
496 vector m1 = player.mins;
497 vector m2 = player.maxs;
498 setplayermodel (player, defaultmodel);
499 setsize (player, m1, m2);
503 oldskin = player.skin;
504 player.skin = defaultskin;
506 if (player.playermodel != player.model || player.playermodel == "")
508 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
509 vector m1 = player.mins;
510 vector m2 = player.maxs;
511 setplayermodel (player, player.playermodel);
512 setsize (player, m1, m2);
516 if(!autocvar_sv_defaultcharacterskin)
518 oldskin = player.skin;
519 player.skin = stof(player.playerskin);
523 oldskin = player.skin;
524 player.skin = defaultskin;
528 if(chmdl || oldskin != player.skin) // model or skin has changed
530 player.species = player_getspecies(player); // update species
531 if(!autocvar_g_debug_globalsounds)
532 UpdatePlayerSounds(player); // update skin sounds
536 if(strlen(autocvar_sv_defaultplayercolors))
537 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
538 setcolor(player, stof(autocvar_sv_defaultplayercolors));
541 void GiveWarmupResources(entity this)
543 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
544 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
545 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
546 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
547 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
548 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
549 SetResource(this, RES_HEALTH, warmup_start_health);
550 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
551 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
554 void PutPlayerInServer(entity this)
556 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
558 PlayerState_attach(this);
559 accuracy_resend(this);
561 if (teamplay && this.bot_forced_team)
562 SetPlayerTeam(this, this.bot_forced_team, TEAM_CHANGE_MANUAL);
565 TeamBalance_JoinBestTeam(this);
567 entity spot = SelectSpawnPoint(this, false);
569 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
570 return; // spawn failed
573 TRANSMUTE(Player, this);
575 CS(this).wasplayer = true;
576 this.iscreature = true;
577 this.teleportable = TELEPORT_NORMAL;
578 if(!this.damagedbycontents)
579 IL_PUSH(g_damagedbycontents, this);
580 this.damagedbycontents = true;
581 set_movetype(this, MOVETYPE_WALK);
582 this.solid = SOLID_SLIDEBOX;
583 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
584 if (autocvar_g_playerclip_collisions)
585 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
586 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
587 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
588 this.frags = FRAGS_PLAYER;
589 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
590 this.flags = FL_CLIENT | FL_PICKUPITEMS;
591 if (autocvar__notarget)
592 this.flags |= FL_NOTARGET;
593 this.takedamage = DAMAGE_AIM;
594 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
597 GiveWarmupResources(this);
600 SetResource(this, RES_SHELLS, start_ammo_shells);
601 SetResource(this, RES_BULLETS, start_ammo_nails);
602 SetResource(this, RES_ROCKETS, start_ammo_rockets);
603 SetResource(this, RES_CELLS, start_ammo_cells);
604 SetResource(this, RES_PLASMA, start_ammo_plasma);
605 SetResource(this, RES_FUEL, start_ammo_fuel);
606 SetResource(this, RES_HEALTH, start_health);
607 SetResource(this, RES_ARMOR, start_armorvalue);
608 STAT(WEAPONS, this) = start_weapons;
609 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
611 GiveRandomWeapons(this, random_start_weapons_count,
612 autocvar_g_random_start_weapons, random_start_ammo);
615 SetSpectatee_status(this, 0);
617 PS(this).dual_weapons = '0 0 0';
619 if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
620 StatusEffects_apply(STATUSEFFECT_Superweapons, this, time + autocvar_g_balance_superweapons_time, 0);
622 this.items = start_items;
624 float shieldtime = time + autocvar_g_spawnshieldtime;
626 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
627 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
628 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
629 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
630 if (!sv_ready_restart_after_countdown && time < game_starttime)
632 float f = game_starttime - time;
634 this.pauserotarmor_finished += f;
635 this.pauserothealth_finished += f;
636 this.pauseregen_finished += f;
639 StatusEffects_apply(STATUSEFFECT_SpawnShield, this, shieldtime, 0);
641 this.damageforcescale = autocvar_g_player_damageforcescale;
643 this.respawn_flags = 0;
644 this.respawn_time = 0;
645 STAT(RESPAWN_TIME, this) = 0;
646 // DP model scaling uses 1/16 accuracy and 13/16 is closest to 56/69
647 this.scale = ((q3compat && autocvar_sv_q3compat_changehitbox) ? 0.8125 : autocvar_sv_player_scale);
649 this.pain_finished = 0;
651 setthink(this, func_null); // players have no think function
654 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
656 this.deadflag = DEAD_NO;
658 this.angles = spot.angles;
659 this.angles_z = 0; // never spawn tilted even if the spot says to
660 if (IS_BOT_CLIENT(this))
662 this.v_angle = this.angles;
665 this.fixangle = true; // turn this way immediately
666 this.oldvelocity = this.velocity = '0 0 0';
667 this.avelocity = '0 0 0';
668 this.punchangle = '0 0 0';
669 this.punchvector = '0 0 0';
671 STAT(REVIVE_PROGRESS, this) = 0;
672 this.revival_time = 0;
674 STAT(AIR_FINISHED, this) = 0;
675 this.waterlevel = WATERLEVEL_NONE;
676 this.watertype = CONTENT_EMPTY;
678 entity spawnevent = new_pure(spawnevent);
679 spawnevent.owner = this;
680 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
682 // Cut off any still running player sounds.
683 stopsound(this, CH_PLAYER_SINGLE);
686 FixPlayermodel(this);
687 this.drawonlytoclient = NULL;
691 for(int slot = 0; slot < MAX_AXH; ++slot)
693 entity axh = this.(AuxiliaryXhair[slot]);
694 this.(AuxiliaryXhair[slot]) = NULL;
696 if(axh.owner == this && axh != NULL && !wasfreed(axh))
700 this.spawnpoint_targ = NULL;
703 this.view_ofs = STAT(PL_VIEW_OFS, this);
704 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
705 this.spawnorigin = spot.origin;
706 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
707 // don't reset back to last position, even if new position is stuck in solid
708 this.oldorigin = this.origin;
710 IL_REMOVE(g_conveyed, this);
711 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
713 IL_REMOVE(g_swamped, this);
714 this.swampslug = NULL;
715 this.swamp_interval = 0;
716 if(this.ladder_entity)
717 IL_REMOVE(g_ladderents, this);
718 this.ladder_entity = NULL;
719 IL_EACH(g_counters, it.realowner == this,
723 STAT(HUD, this) = HUD_NORMAL;
725 this.event_damage = PlayerDamage;
726 this.event_heal = PlayerHeal;
728 this.draggable = func_null;
731 IL_PUSH(g_bot_targets, this);
732 this.bot_attack = true;
733 if(!this.monster_attack)
734 IL_PUSH(g_monster_targets, this);
735 this.monster_attack = true;
736 navigation_dynamicgoal_init(this, false);
738 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
740 // player was spectator
741 if (CS(this).killcount == FRAGS_SPECTATOR) {
742 PlayerScore_Clear(this);
743 CS(this).killcount = 0;
744 CS(this).startplaytime = time;
747 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
749 .entity weaponentity = weaponentities[slot];
750 CL_SpawnWeaponentity(this, weaponentity);
752 this.alpha = default_player_alpha;
753 this.colormod = '1 1 1' * autocvar_g_player_brightness;
754 this.exteriorweaponentity.alpha = default_weapon_alpha;
756 this.speedrunning = false;
758 this.counter_cnt = 0;
759 this.fragsfilter_cnt = 0;
761 target_voicescript_clear(this);
763 // reset fields the weapons may use
764 FOREACH(Weapons, true, {
765 it.wr_resetplayer(it, this);
766 // reload all reloadable weapons
767 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
768 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
770 .entity weaponentity = weaponentities[slot];
771 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
776 Unfreeze(this, false);
778 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
780 string s = spot.target;
781 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
782 spot.target = string_null;
783 SUB_UseTargets(spot, this, NULL);
784 if(g_assault || g_race)
788 if (autocvar_spawn_debug)
790 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
791 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
794 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
796 .entity weaponentity = weaponentities[slot];
797 entity w_ent = this.(weaponentity);
798 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
799 w_ent.m_switchweapon = w_getbestweapon(this, weaponentity);
801 w_ent.m_switchweapon = WEP_Null;
802 w_ent.m_weapon = WEP_Null;
803 w_ent.weaponname = "";
804 w_ent.m_switchingweapon = WEP_Null;
808 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
810 if (CS(this).impulse) ImpulseCommands(this);
812 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
813 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
815 .entity weaponentity = weaponentities[slot];
816 W_WeaponFrame(this, weaponentity);
819 if (!warmup_stage && !this.alivetime)
820 this.alivetime = time;
822 antilag_clear(this, CS(this));
824 if (warmup_stage < 0 || warmup_stage > 1)
828 /** Called when a client spawns in the server */
829 void PutClientInServer(entity this)
831 if (IS_REAL_CLIENT(this)) {
833 WriteByte(MSG_ONE, SVC_SETVIEW);
834 WriteEntity(MSG_ONE, this);
837 TRANSMUTE(Observer, this);
839 bool use_spawnpoint = (!this.enemy); // check this.enemy here since SetSpectatee will clear it
840 SetSpectatee(this, NULL);
844 PS(this).itemkeys = 0;
846 MUTATOR_CALLHOOK(PutClientInServer, this);
848 if (IS_OBSERVER(this)) {
849 PutObserverInServer(this, false, use_spawnpoint);
850 } else if (IS_PLAYER(this)) {
851 PutPlayerInServer(this);
854 bot_relinkplayerlist();
857 // TODO do we need all these fields, or should we stop autodetecting runtime
858 // changes and just have a console command to update this?
859 bool ClientInit_SendEntity(entity this, entity to, int sf)
861 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
864 // MSG_INIT replacement
865 // TODO: make easier to use
867 W_PROP_reload(MSG_ONE, to);
868 ClientInit_misc(this);
869 MUTATOR_CALLHOOK(Ent_Init);
871 void ClientInit_misc(entity this)
873 int channel = MSG_ONE;
874 WriteHeader(channel, ENT_CLIENT_INIT);
875 WriteByte(channel, g_nexball_meter_period * 32);
876 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
877 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
878 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
879 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
880 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
881 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
882 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
883 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
885 if(autocvar_sv_foginterval && world.fog != "")
886 WriteString(channel, world.fog);
888 WriteString(channel, "");
889 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
890 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
891 WriteByte(channel, serverflags);
892 WriteCoord(channel, autocvar_g_trueaim_minrange);
895 void ClientInit_CheckUpdate(entity this)
897 this.nextthink = time;
898 if(this.count != autocvar_g_balance_armor_blockpercent)
900 this.count = autocvar_g_balance_armor_blockpercent;
903 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
905 this.cnt = autocvar_g_balance_damagepush_speedfactor;
910 void ClientInit_Spawn()
912 entity e = new_pure(clientinit);
913 setthink(e, ClientInit_CheckUpdate);
914 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
916 ClientInit_CheckUpdate(e);
926 // initialize parms for a new player
927 parm1 = -(86400 * 366);
929 MUTATOR_CALLHOOK(SetNewParms);
937 void SetChangeParms (entity this)
939 // save parms for level change
940 parm1 = CS(this).parm_idlesince - time;
942 MUTATOR_CALLHOOK(SetChangeParms);
950 void DecodeLevelParms(entity this)
953 CS(this).parm_idlesince = parm1;
954 if (CS(this).parm_idlesince == -(86400 * 366))
955 CS(this).parm_idlesince = time;
957 // whatever happens, allow 60 seconds of idling directly after connect for map loading
958 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
960 MUTATOR_CALLHOOK(DecodeLevelParms);
963 void FixClientCvars(entity e)
965 // send prediction settings to the client
966 if(autocvar_g_antilag == 3) // client side hitscan
967 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
968 if(autocvar_sv_gentle)
969 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
971 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
972 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
974 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
976 MUTATOR_CALLHOOK(FixClientCvars, e);
979 bool findinlist_abbrev(string tofind, string list)
981 if(list == "" || tofind == "")
982 return false; // empty list or search, just return
984 // this function allows abbreviated strings!
985 FOREACH_WORD(list, it != "" && it == substring(tofind, 0, strlen(it)),
993 bool PlayerInIPList(entity p, string iplist)
995 // some safety checks (never allow local?)
996 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
999 return findinlist_abbrev(p.netaddress, iplist);
1002 bool PlayerInIDList(entity p, string idlist)
1004 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1008 return findinlist_abbrev(p.crypto_idfp, idlist);
1011 bool PlayerInList(entity player, string list)
1015 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1018 #ifdef DP_EXT_PRECONNECT
1023 Called once (not at each match start) when a client begins a connection to the server
1026 void ClientPreConnect(entity this)
1028 if(autocvar_sv_eventlog)
1030 GameLogEcho(sprintf(":connect:%d:%d:%s",
1033 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1039 // NOTE csqc uses the active mutators list sent by this function
1040 // to understand which mutators are enabled
1041 // also note that they aren't all registered mutators, e.g. jetpack, low gravity
1042 void SendWelcomeMessage(entity this, int msg_type)
1044 WriteByte(msg_type, boolean(autocvar_g_campaign));
1045 if (boolean(autocvar_g_campaign))
1047 WriteByte(msg_type, Campaign_GetLevelNum());
1050 WriteString(msg_type, autocvar_hostname);
1051 WriteString(msg_type, autocvar_g_xonoticversion);
1052 WriteByte(msg_type, CS(this).version_mismatch);
1053 WriteByte(msg_type, (CS(this).version < autocvar_gameversion));
1054 WriteByte(msg_type, autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers);
1055 WriteByte(msg_type, GetPlayerLimit());
1057 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1058 string modifications = M_ARGV(0, string);
1060 if (!g_weaponarena && cvar("g_balance_blaster_weaponstartoverride") == 0)
1061 modifications = strcat(modifications, ", No start weapons");
1062 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1063 modifications = strcat(modifications, ", Low gravity");
1064 if(g_weapon_stay && !g_cts)
1065 modifications = strcat(modifications, ", Weapons stay");
1066 if(autocvar_g_jetpack)
1067 modifications = strcat(modifications, ", Jetpack");
1068 modifications = substring(modifications, 2, strlen(modifications) - 2);
1070 WriteString(msg_type, modifications);
1072 WriteString(msg_type, g_weaponarena_list);
1074 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1076 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1077 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1080 WriteString(msg_type, cache_mutatormsg);
1082 WriteString(msg_type, strreplace("\\n", "\n", autocvar_sv_motd));
1089 Called when a client connects to the server
1092 void ClientConnect(entity this)
1094 if (Ban_MaybeEnforceBanOnce(this)) return;
1095 assert(!IS_CLIENT(this), return);
1096 this.flags |= FL_CLIENT;
1097 assert(player_count >= 0, player_count = 0);
1099 TRANSMUTE(Client, this);
1100 CS(this).version_nagtime = time + 10 + random() * 10;
1102 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1104 bot_clientconnect(this);
1106 Player_DetermineForcedTeam(this);
1108 TRANSMUTE(Observer, this);
1110 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1112 // always track bots, don't ask for cl_allow_uidtracking
1113 if (IS_BOT_CLIENT(this))
1114 PlayerStats_GameReport_AddPlayer(this);
1116 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1118 if (autocvar_sv_eventlog)
1119 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1121 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1123 stuffcmd(this, clientstuff, "\n");
1124 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1126 FixClientCvars(this);
1128 // get version info from player
1129 stuffcmd(this, "cmd clientversion $gameversion\n");
1131 // notify about available teams
1134 entity balance = TeamBalance_CheckAllowedTeams(this);
1135 int t = TeamBalance_GetAllowedTeams(balance);
1136 TeamBalance_Destroy(balance);
1137 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1141 stuffcmd(this, "set _teams_available 0\n");
1144 bot_relinkplayerlist();
1146 CS(this).spectatortime = time;
1147 if (blockSpectators)
1149 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1152 CS(this).jointime = time;
1154 if (IS_REAL_CLIENT(this))
1156 if (g_weaponarena_weapons == WEPSET(TUBA))
1157 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1158 // quickmenu file must be put in a subfolder with an unique name
1159 // to reduce chances of overriding custom client quickmenus
1160 if (waypointeditor_enabled)
1161 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", "wpeditor.txt"));
1162 else if (autocvar_sv_quickmenu_file != "" && strstrofs(autocvar_sv_quickmenu_file, "/", 0) && fexists(autocvar_sv_quickmenu_file))
1163 stuffcmd(this, sprintf("cl_cmd settemp _hud_panel_quickmenu_file_from_server %s\n", autocvar_sv_quickmenu_file));
1166 if (!autocvar_sv_foginterval && world.fog != "")
1167 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1169 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AVAILABLE_TEAMS == 2))
1170 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1171 send_CSQC_teamnagger();
1173 CSQCMODEL_AUTOINIT(this);
1175 CS(this).model_randomizer = random();
1177 if (IS_REAL_CLIENT(this))
1178 sv_notice_join(this);
1180 this.move_qcphysics = true;
1182 // update physics stats (players can spawn before physics runs)
1183 Physics_UpdateStats(this);
1185 IL_EACH(g_initforplayer, it.init_for_player, {
1186 it.init_for_player(it, this);
1189 Handicap_Initialize(this);
1192 if (PlayerInList(this, autocvar_g_playban_list))
1193 TRANSMUTE(Observer, this);
1195 if (PlayerInList(this, autocvar_g_chatban_list)) // chatban
1196 CS(this).muted = true;
1198 MUTATOR_CALLHOOK(ClientConnect, this);
1200 if (player_count == 1)
1202 if (autocvar_sv_autopause && server_is_dedicated)
1204 localcmd("\nsv_hook_firstjoin\n");
1211 Called when a client disconnects from the server
1214 .entity chatbubbleentity;
1215 void player_powerups_remove_all(entity this);
1217 void ClientDisconnect(entity this)
1219 assert(IS_CLIENT(this), return);
1221 /* from "ignore" command */
1222 strfree(this.ignore_list);
1223 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it.ignore_list,
1225 if(it.crypto_idfp && it.crypto_idfp != "")
1227 string mylist = ignore_removefromlist(it, this);
1229 strunzone(it.ignore_list);
1231 it.ignore_list = strzone(mylist);
1233 /* from "ignore" command */
1235 PlayerStats_GameReport_FinalizePlayer(this);
1236 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1237 if (CS(this).active_minigame) part_minigame(this);
1238 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1240 if (autocvar_sv_eventlog)
1241 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1243 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1246 SetSpectatee(this, NULL);
1248 MUTATOR_CALLHOOK(ClientDisconnect, this);
1250 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1251 strfree(CS_CVAR(this).weaponorder_byimpulse);
1252 ClientState_detach(this);
1254 Portal_ClearAll(this);
1256 Unfreeze(this, false);
1258 RemoveGrapplingHooks(this);
1260 // Here, everything has been done that requires this player to be a client.
1262 this.flags &= ~FL_CLIENT;
1264 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1265 if (this.killindicator) delete(this.killindicator);
1267 IL_EACH(g_counters, it.realowner == this,
1272 WaypointSprite_PlayerGone(this);
1274 bot_relinkplayerlist();
1276 strfree(this.clientstatus);
1277 if (this.personal) delete(this.personal);
1280 if (warmup_stage || game_starttime > time) ReadyCount();
1281 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1283 player_powerups_remove_all(this); // stop powerup sound
1287 if (player_count == 0)
1288 localcmd("\nsv_hook_lastleave\n");
1291 void ChatBubbleThink(entity this)
1293 this.nextthink = time;
1294 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1296 if(this.owner) // but why can that ever be NULL?
1297 this.owner.chatbubbleentity = NULL;
1304 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1306 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1307 this.mdl = "models/sprites/minigame_busy.iqm";
1308 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1309 this.mdl = "models/misc/chatbubble.spr";
1312 if ( this.model != this.mdl )
1313 _setmodel(this, this.mdl);
1317 void UpdateChatBubble(entity this)
1321 // spawn a chatbubble entity if needed
1322 if (!this.chatbubbleentity)
1324 this.chatbubbleentity = new(chatbubbleentity);
1325 this.chatbubbleentity.owner = this;
1326 this.chatbubbleentity.exteriormodeltoclient = this;
1327 setthink(this.chatbubbleentity, ChatBubbleThink);
1328 this.chatbubbleentity.nextthink = time;
1329 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1330 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1331 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1332 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1333 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1334 //this.chatbubbleentity.model = "";
1335 this.chatbubbleentity.effects = EF_LOWPRECISION;
1339 void calculate_player_respawn_time(entity this)
1341 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1344 float gametype_setting_tmp;
1345 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1346 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1347 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1348 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1349 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1350 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1352 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1355 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1356 if(it.team == this.team)
1359 if (sdelay_small_count == 0)
1360 sdelay_small_count = 1;
1361 if (sdelay_large_count == 0)
1362 sdelay_large_count = 1;
1366 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1369 if (sdelay_small_count == 0)
1371 if (IS_INDEPENDENT_PLAYER(this))
1373 // Players play independently. No point in requiring enemies.
1374 sdelay_small_count = 1;
1378 // Players play AGAINST each other. Enemies required.
1379 sdelay_small_count = 2;
1382 if (sdelay_large_count == 0)
1384 if (IS_INDEPENDENT_PLAYER(this))
1386 // Players play independently. No point in requiring enemies.
1387 sdelay_large_count = 1;
1391 // Players play AGAINST each other. Enemies required.
1392 sdelay_large_count = 2;
1399 if (pcount <= sdelay_small_count)
1400 sdelay = sdelay_small;
1401 else if (pcount >= sdelay_large_count)
1402 sdelay = sdelay_large;
1403 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1404 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1407 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1409 this.respawn_time = time + sdelay;
1411 if(sdelay < sdelay_max)
1412 this.respawn_time_max = time + sdelay_max;
1414 this.respawn_time_max = this.respawn_time;
1416 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1417 this.respawn_countdown = 10; // first number to count down from is 10
1419 this.respawn_countdown = -1; // do not count down
1421 if(autocvar_g_forced_respawn)
1422 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1425 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1426 // added to the model skins
1427 /*void UpdateColorModHack()
1430 c = this.clientcolors & 15;
1431 // LordHavoc: only bothering to support white, green, red, yellow, blue
1432 if (!teamplay) this.colormod = '0 0 0';
1433 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1434 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1435 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1436 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1437 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1438 else this.colormod = '1 1 1';
1441 void respawn(entity this)
1443 bool damagedbycontents_prev = this.damagedbycontents;
1446 if(autocvar_g_respawn_ghosts)
1448 this.solid = SOLID_NOT;
1449 this.takedamage = DAMAGE_NO;
1450 this.damagedbycontents = false;
1451 set_movetype(this, MOVETYPE_FLY);
1452 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1453 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1454 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1455 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1456 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1457 if(autocvar_g_respawn_ghosts_time > 0)
1458 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1461 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1465 this.damagedbycontents = damagedbycontents_prev;
1467 this.effects |= EF_NODRAW; // prevent another CopyBody
1468 PutClientInServer(this);
1471 void play_countdown(entity this, float finished, Sound samp)
1474 float time_left = finished - time;
1475 if(IS_REAL_CLIENT(this) && time_left < 6 && floor(time_left - frametime) != floor(time_left))
1476 sound(this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1479 // it removes special powerups not handled by StatusEffects
1480 void player_powerups_remove_all(entity this)
1482 if (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1484 // don't play the poweroff sound when the game restarts or the player disconnects
1485 if (time > game_starttime + 1 && IS_CLIENT(this)
1486 && !(start_items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS)))
1488 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1490 if (this.items & (IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS))
1491 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1492 this.items -= (this.items & (IT_SUPERWEAPON | IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS));
1496 void player_powerups(entity this)
1498 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1499 this.modelflags |= MF_ROCKET;
1501 this.modelflags &= ~MF_ROCKET;
1503 this.effects &= ~EF_NODEPTHTEST;
1506 player_powerups_remove_all(this);
1508 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1511 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1512 int items_prev = this.items;
1514 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1516 // NOTE: superweapons are a special case and as such are handled here instead of the status effects system
1517 if (this.items & IT_SUPERWEAPON)
1519 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1521 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_NORMAL);
1522 this.items = this.items - (this.items & IT_SUPERWEAPON);
1523 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1524 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1526 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1528 // don't let them run out
1532 play_countdown(this, StatusEffects_gettime(STATUSEFFECT_Superweapons, this), SND_POWEROFF);
1533 if (time > StatusEffects_gettime(STATUSEFFECT_Superweapons, this))
1535 this.items = this.items - (this.items & IT_SUPERWEAPON);
1536 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1537 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1538 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1542 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1544 if (time < StatusEffects_gettime(STATUSEFFECT_Superweapons, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1546 this.items = this.items | IT_SUPERWEAPON;
1547 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1550 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1551 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1556 if(StatusEffects_active(STATUSEFFECT_Superweapons, this))
1557 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_TIMEOUT);
1558 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1561 else if(StatusEffects_active(STATUSEFFECT_Superweapons, this)) // cheaper to check than to update each frame!
1563 StatusEffects_remove(STATUSEFFECT_Superweapons, this, STATUSEFFECT_REMOVE_CLEAR);
1567 if(autocvar_g_nodepthtestplayers)
1568 this.effects = this.effects | EF_NODEPTHTEST;
1570 if(autocvar_g_fullbrightplayers)
1571 this.effects = this.effects | EF_FULLBRIGHT;
1573 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1576 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1578 if(current > stable)
1580 else if(current > stable - 0.25) // when close enough, "snap"
1583 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1586 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1588 if(current < stable)
1590 else if(current < stable + 0.25) // when close enough, "snap"
1593 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1596 void RotRegen(entity this, Resource res, float limit_mod,
1597 float regenstable, float regenfactor, float regenlinear, float regenframetime,
1598 float rotstable, float rotfactor, float rotlinear, float rotframetime)
1600 float old = GetResource(this, res);
1601 float current = old;
1602 if(current > rotstable)
1604 if(rotframetime > 0)
1606 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1607 current = max(rotstable, current - rotlinear * rotframetime);
1610 else if(current < regenstable)
1612 if(regenframetime > 0)
1614 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1615 current = min(regenstable, current + regenlinear * regenframetime);
1619 float limit = GetResourceLimit(this, res) * limit_mod;
1624 SetResource(this, res, current);
1627 void player_regen(entity this)
1629 float max_mod, regen_mod, rot_mod, limit_mod;
1630 max_mod = regen_mod = rot_mod = limit_mod = 1;
1632 float regen_health = autocvar_g_balance_health_regen;
1633 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1634 float regen_health_rot = autocvar_g_balance_health_rot;
1635 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1636 float regen_health_stable = autocvar_g_balance_health_regenstable;
1637 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1638 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1639 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1640 max_mod = M_ARGV(1, float);
1641 regen_mod = M_ARGV(2, float);
1642 rot_mod = M_ARGV(3, float);
1643 limit_mod = M_ARGV(4, float);
1644 regen_health = M_ARGV(5, float);
1645 regen_health_linear = M_ARGV(6, float);
1646 regen_health_rot = M_ARGV(7, float);
1647 regen_health_rotlinear = M_ARGV(8, float);
1648 regen_health_stable = M_ARGV(9, float);
1649 regen_health_rotstable = M_ARGV(10, float);
1651 float rotstable, regenstable, rotframetime, regenframetime;
1653 if(!mutator_returnvalue)
1654 if(!STAT(FROZEN, this))
1656 regenstable = autocvar_g_balance_armor_regenstable;
1657 rotstable = autocvar_g_balance_armor_rotstable;
1658 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1659 rotframetime = (time > this.pauserotarmor_finished) ? (rot_mod * frametime) : 0;
1660 RotRegen(this, RES_ARMOR, limit_mod,
1661 regenstable, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regenframetime,
1662 rotstable, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rotframetime);
1664 // NOTE: max_mod is only applied to health
1665 regenstable = regen_health_stable * max_mod;
1666 rotstable = regen_health_rotstable * max_mod;
1667 regenframetime = (time > this.pauseregen_finished) ? (regen_mod * frametime) : 0;
1668 rotframetime = (time > this.pauserothealth_finished) ? (rot_mod * frametime) : 0;
1669 RotRegen(this, RES_HEALTH, limit_mod,
1670 regenstable, regen_health, regen_health_linear, regenframetime,
1671 rotstable, regen_health_rot, regen_health_rotlinear, rotframetime);
1674 // if player rotted to death... die!
1675 // check this outside above checks, as player may still be able to rot to death
1676 if(GetResource(this, RES_HEALTH) < 1)
1679 vehicles_exit(this.vehicle, VHEF_RELEASE);
1680 if(this.event_damage)
1681 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1684 if (!(this.items & IT_UNLIMITED_AMMO))
1686 regenstable = autocvar_g_balance_fuel_regenstable;
1687 rotstable = autocvar_g_balance_fuel_rotstable;
1688 regenframetime = ((time > this.pauseregen_finished) && (this.items & ITEM_JetpackRegen.m_itemid)) ? frametime : 0;
1689 rotframetime = (time > this.pauserotfuel_finished) ? frametime : 0;
1690 RotRegen(this, RES_FUEL, 1,
1691 regenstable, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regenframetime,
1692 rotstable, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rotframetime);
1697 void SetZoomState(entity this, float newzoom)
1699 if(newzoom != CS(this).zoomstate)
1701 CS(this).zoomstate = newzoom;
1702 ClientData_Touch(this);
1704 zoomstate_set = true;
1707 void GetPressedKeys(entity this)
1709 MUTATOR_CALLHOOK(GetPressedKeys, this);
1712 CS(this).pressedkeys = 0;
1713 STAT(PRESSED_KEYS, this) = 0;
1717 // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
1718 int keys = STAT(PRESSED_KEYS, this);
1719 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1720 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1721 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1722 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1724 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1725 keys = BITSET(keys, KEY_CROUCH, IS_DUCKED(this)); // workaround: player can't un-crouch until their path is clear, so we keep the button held here
1726 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1727 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1728 CS(this).pressedkeys = keys; // store for other users
1730 STAT(PRESSED_KEYS, this) = keys;
1734 ======================
1735 spectate mode routines
1736 ======================
1739 void SpectateCopy(entity this, entity spectatee)
1741 TC(Client, this); TC(Client, spectatee);
1743 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1744 PS(this) = PS(spectatee);
1745 this.armortype = spectatee.armortype;
1746 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1747 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1748 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1749 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1750 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1751 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1752 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1753 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1754 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1755 CS(this).impulse = 0;
1756 this.disableclientprediction = 1; // no need to run prediction on a spectator
1757 this.items = spectatee.items;
1758 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1759 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1760 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1761 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1762 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1763 this.punchangle = spectatee.punchangle;
1764 this.view_ofs = spectatee.view_ofs;
1765 this.velocity = spectatee.velocity;
1766 this.dmg_take = spectatee.dmg_take;
1767 this.dmg_save = spectatee.dmg_save;
1768 this.dmg_inflictor = spectatee.dmg_inflictor;
1769 this.v_angle = spectatee.v_angle;
1770 this.angles = spectatee.v_angle;
1771 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1772 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1773 this.viewloc = spectatee.viewloc;
1774 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1775 this.fixangle = true;
1776 setorigin(this, spectatee.origin);
1777 setsize(this, spectatee.mins, spectatee.maxs);
1778 SetZoomState(this, CS(spectatee).zoomstate);
1780 anticheat_spectatecopy(this, spectatee);
1781 STAT(HUD, this) = STAT(HUD, spectatee);
1782 if(spectatee.vehicle)
1784 this.angles = spectatee.v_angle;
1786 //this.fixangle = false;
1787 //this.velocity = spectatee.vehicle.velocity;
1788 this.vehicle_health = spectatee.vehicle_health;
1789 this.vehicle_shield = spectatee.vehicle_shield;
1790 this.vehicle_energy = spectatee.vehicle_energy;
1791 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1792 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1793 this.vehicle_reload1 = spectatee.vehicle_reload1;
1794 this.vehicle_reload2 = spectatee.vehicle_reload2;
1796 //msg_entity = this;
1798 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1799 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1800 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1801 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1803 //WriteByte (MSG_ONE, SVC_SETVIEW);
1804 // WriteEntity(MSG_ONE, this);
1805 //makevectors(spectatee.v_angle);
1806 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1810 bool SpectateUpdate(entity this)
1815 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1817 SetSpectatee(this, NULL);
1821 SpectateCopy(this, this.enemy);
1826 bool SpectateSet(entity this)
1828 if(!IS_PLAYER(this.enemy))
1831 ClientData_Touch(this.enemy);
1834 WriteByte(MSG_ONE, SVC_SETVIEW);
1835 WriteEntity(MSG_ONE, this.enemy);
1836 set_movetype(this, MOVETYPE_NONE);
1837 accuracy_resend(this);
1839 if(!SpectateUpdate(this))
1840 PutObserverInServer(this, false, true);
1845 void SetSpectatee_status(entity this, int spectatee_num)
1847 int oldspectatee_status = CS(this).spectatee_status;
1848 CS(this).spectatee_status = spectatee_num;
1850 if (CS(this).spectatee_status != oldspectatee_status)
1852 if (STAT(PRESSED_KEYS, this))
1854 CS(this).pressedkeys = 0;
1855 STAT(PRESSED_KEYS, this) = 0;
1857 ClientData_Touch(this);
1858 if (g_race || g_cts) race_InitSpectator();
1862 void SetSpectatee(entity this, entity spectatee)
1864 if(IS_BOT_CLIENT(this))
1865 return; // bots abuse .enemy, this code is useless to them
1867 entity old_spectatee = this.enemy;
1869 this.enemy = spectatee;
1872 // these are required to fix the spectator bug with arc
1875 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1877 .entity weaponentity = weaponentities[slot];
1878 if(old_spectatee.(weaponentity).arc_beam)
1879 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1884 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1886 .entity weaponentity = weaponentities[slot];
1887 if(spectatee.(weaponentity).arc_beam)
1888 spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1893 SetSpectatee_status(this, etof(spectatee));
1895 // needed to update spectator list
1896 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1899 bool Spectate(entity this, entity pl)
1901 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1903 pl = M_ARGV(1, entity);
1905 SetSpectatee(this, pl);
1906 return SpectateSet(this);
1909 bool SpectateNext(entity this)
1911 entity ent = find(this.enemy, classname, STR_PLAYER);
1913 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1914 ent = M_ARGV(1, entity);
1916 ent = find(ent, classname, STR_PLAYER);
1918 if(ent) { SetSpectatee(this, ent); }
1920 return SpectateSet(this);
1923 bool SpectatePrev(entity this)
1925 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1926 entity ent = findchain(classname, STR_PLAYER);
1927 if (!ent) // no player
1931 // skip players until current spectated player
1933 while(ent && ent != this.enemy)
1936 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1938 case MUT_SPECPREV_FOUND:
1939 ent = M_ARGV(1, entity);
1941 case MUT_SPECPREV_RETURN:
1943 case MUT_SPECPREV_CONTINUE:
1954 SetSpectatee(this, ent);
1955 return SpectateSet(this);
1960 ShowRespawnCountdown()
1962 Update a respawn countdown display.
1965 void ShowRespawnCountdown(entity this)
1968 if(!IS_DEAD(this)) // just respawned?
1972 number = ceil(this.respawn_time - time);
1975 if(number <= this.respawn_countdown)
1977 this.respawn_countdown = number - 1;
1978 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
1979 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1984 .bool team_selected;
1985 bool ShowTeamSelection(entity this)
1987 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1989 if (frametime) // once per frame is more than enough
1990 stuffcmd(this, "_scoreboard_team_selection 1\n");
1993 void Join(entity this)
1995 if (autocvar_g_campaign && !campaign_bots_may_start && !game_stopped && time >= game_starttime)
1998 TRANSMUTE(Player, this);
2000 if(!this.team_selected)
2001 if(autocvar_g_campaign || autocvar_g_balance_teams)
2002 TeamBalance_JoinBestTeam(this);
2004 if(autocvar_g_campaign)
2005 campaign_bots_may_start = true;
2007 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2009 PutClientInServer(this);
2012 if(teamplay && this.team != -1)
2016 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2017 this.team_selected = false;
2020 int GetPlayerLimit()
2023 return 2; // TODO: this workaround is needed since the mutator hook from duel can't be activated before the gametype is loaded (e.g. switching modes via gametype vote screen)
2024 // don't return map_maxplayers during intermission as it would interfere with MapHasRightSize()
2025 int player_limit = (autocvar_g_maxplayers >= 0 || intermission_running) ? autocvar_g_maxplayers : map_maxplayers;
2026 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2027 player_limit = M_ARGV(0, int);
2028 return player_limit < maxclients ? player_limit : 0;
2032 * Determines whether the player is allowed to join. This depends on cvar
2033 * g_maxplayers, if it isn't used this function always return true, otherwise
2034 * it checks whether the number of currently playing players exceeds g_maxplayers.
2035 * @return int number of free slots for players, 0 if none
2037 int nJoinAllowed(entity this, entity ignore)
2040 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2041 // so report 0 free slots if restricted
2043 if(autocvar_g_forced_team_otherwise == "spectate")
2045 if(autocvar_g_forced_team_otherwise == "spectator")
2049 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2050 return 0; // forced spectators can never join
2052 static float msg_time = 0;
2053 if(this && !INGAME(this) && ignore && PlayerInList(this, autocvar_g_playban_list))
2057 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PLAYBAN);
2058 msg_time = time + 0.5;
2063 // TODO simplify this
2064 int totalClients = 0;
2065 int currentlyPlaying = 0;
2066 FOREACH_CLIENT(true, {
2069 if(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME(it)))
2073 int player_limit = GetPlayerLimit();
2077 free_slots = maxclients - totalClients;
2078 else if(player_limit > 0 && currentlyPlaying < player_limit)
2079 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2081 if(this && !INGAME(this) && ignore && !free_slots && time > msg_time)
2083 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT, player_limit);
2084 msg_time = time + 0.5;
2090 bool joinAllowed(entity this)
2092 if (CS(this).version_mismatch) return false;
2093 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2094 if (!nJoinAllowed(this, this)) return false;
2095 if (teamplay && lockteams) return false;
2096 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2097 if (ShowTeamSelection(this)) return false;
2101 void show_entnum(entity this)
2103 // waypoint editor implements a similar feature for waypoints
2104 if (waypointeditor_enabled)
2107 if (wasfreed(this.wp_aimed))
2108 this.wp_aimed = NULL;
2110 WarpZone_crosshair_trace_plusvisibletriggers(this);
2115 if (ent != this.wp_aimed)
2117 string str = sprintf(
2118 "^7ent #%d\n^8 netname: ^3%s\n^8 classname: ^5%s\n^8 origin: ^2'%s'",
2119 etof(ent), ent.netname, ent.classname, vtos(ent.origin));
2120 debug_text_3d((ent.absmin + ent.absmax) * 0.5, str, 0, 7, '0 0 0');
2123 if (this.wp_aimed != ent)
2124 this.wp_aimed = ent;
2127 .string shootfromfixedorigin;
2128 .bool dualwielding_prev;
2129 bool PlayerThink(entity this)
2131 if (game_stopped || intermission_running) {
2132 this.modelflags &= ~MF_ROCKET;
2133 if(intermission_running)
2134 IntermissionThink(this);
2138 if (timeout_status == TIMEOUT_ACTIVE) {
2139 // don't allow the player to turn around while game is paused
2140 // FIXME turn this into CSQC stuff
2141 this.v_angle = this.lastV_angle;
2142 this.angles = this.lastV_angle;
2143 this.fixangle = true;
2146 if (frametime) player_powerups(this);
2148 if (frametime && autocvar_sv_show_entnum) show_entnum(this);
2150 if (IS_DEAD(this)) {
2151 if (this.personal && g_race_qualifying) {
2152 if (time > this.respawn_time) {
2153 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2155 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2158 if (frametime) player_anim(this);
2160 if (this.respawn_flags & RESPAWN_DENY)
2162 STAT(RESPAWN_TIME, this) = 0;
2166 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));
2168 switch(this.deadflag)
2172 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2173 this.deadflag = DEAD_RESPAWNING;
2174 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2175 this.deadflag = DEAD_DEAD;
2181 this.deadflag = DEAD_RESPAWNABLE;
2182 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2183 this.deadflag = DEAD_RESPAWNING;
2186 case DEAD_RESPAWNABLE:
2188 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2189 this.deadflag = DEAD_RESPAWNING;
2192 case DEAD_RESPAWNING:
2194 if (time > this.respawn_time)
2196 this.respawn_time = time + 1; // only retry once a second
2197 this.respawn_time_max = this.respawn_time;
2204 ShowRespawnCountdown(this);
2206 if (this.respawn_flags & RESPAWN_SILENT)
2207 STAT(RESPAWN_TIME, this) = 0;
2208 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2210 if (time < this.respawn_time)
2211 STAT(RESPAWN_TIME, this) = this.respawn_time;
2212 else if (this.deadflag != DEAD_RESPAWNING)
2213 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2216 STAT(RESPAWN_TIME, this) = this.respawn_time;
2219 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2220 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2221 STAT(RESPAWN_TIME, this) *= -1;
2226 FixPlayermodel(this);
2228 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2229 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2230 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2233 // reset gun alignment when dual wielding status changes
2234 // to ensure guns are always aligned right and left
2235 bool dualwielding = W_DualWielding(this);
2236 if(this.dualwielding_prev != dualwielding)
2238 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2239 this.dualwielding_prev = dualwielding;
2242 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2245 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2247 .entity weaponentity = weaponentities[slot];
2248 if(WEP_CVAR(vortex, charge_always))
2249 W_Vortex_Charge(this, weaponentity, frametime);
2250 W_WeaponFrame(this, weaponentity);
2256 // WEAPONTODO: Add a weapon request for this
2257 // rot vortex charge to the charge limit
2258 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2260 .entity weaponentity = weaponentities[slot];
2261 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2262 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2267 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2270 monsters_setstatus(this);
2275 .bool would_spectate;
2276 // merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
2277 void ObserverOrSpectatorThink(entity this)
2279 bool is_spec = IS_SPEC(this);
2280 if ( CS(this).impulse )
2282 int r = MinigameImpulse(this, CS(this).impulse);
2284 CS(this).impulse = 0;
2286 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2288 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2289 CS(this).impulse = 0;
2294 if (frametime && autocvar_sv_show_entnum) show_entnum(this);
2296 if (IS_BOT_CLIENT(this) && !CS(this).autojoin_checked)
2298 CS(this).autojoin_checked = true;
2299 TRANSMUTE(Player, this);
2300 PutClientInServer(this);
2302 .entity weaponentity = weaponentities[0];
2303 if(this.(weaponentity).m_weapon == WEP_Null)
2304 W_NextWeapon(this, 0, weaponentity);
2309 if (this.flags & FL_JUMPRELEASED) {
2310 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2311 this.flags &= ~FL_JUMPRELEASED;
2312 this.flags |= FL_SPAWNING;
2313 } else if((is_spec && (PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)))
2314 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2315 this.flags &= ~FL_JUMPRELEASED;
2316 if(SpectateNext(this)) {
2317 TRANSMUTE(Spectator, this);
2318 } else if (is_spec) {
2319 TRANSMUTE(Observer, this);
2320 PutClientInServer(this);
2323 this.would_spectate = false; // unable to spectate anyone
2325 CS(this).impulse = 0;
2326 } else if (is_spec) {
2327 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2328 this.flags &= ~FL_JUMPRELEASED;
2329 if(SpectatePrev(this)) {
2330 TRANSMUTE(Spectator, this);
2332 TRANSMUTE(Observer, this);
2333 PutClientInServer(this);
2335 CS(this).impulse = 0;
2336 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2337 if(!observe_blocked_if_eliminated || !INGAME(this)) {
2338 this.would_spectate = false;
2339 this.flags &= ~FL_JUMPRELEASED;
2340 TRANSMUTE(Observer, this);
2341 PutClientInServer(this);
2343 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2344 PutObserverInServer(this, false, true);
2345 this.would_spectate = true;
2349 bool wouldclip = CS_CVAR(this).cvar_cl_clippedspectating;
2350 if (PHYS_INPUT_BUTTON_USE(this))
2351 wouldclip = !wouldclip;
2352 int preferred_movetype = (wouldclip ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2353 set_movetype(this, preferred_movetype);
2355 } else { // jump pressed
2356 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2357 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2358 this.flags |= FL_JUMPRELEASED;
2359 // primary attack pressed
2360 if(this.flags & FL_SPAWNING)
2362 this.flags &= ~FL_SPAWNING;
2363 if(joinAllowed(this))
2365 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2366 CS(this).autojoin_checked = -1;
2370 if(is_spec && !SpectateUpdate(this))
2371 PutObserverInServer(this, false, true);
2374 this.flags |= FL_CLIENT | FL_NOTARGET;
2377 void PlayerUseKey(entity this)
2379 if (!IS_PLAYER(this))
2386 vehicles_exit(this.vehicle, VHEF_NORMAL);
2390 else if(autocvar_g_vehicles_enter)
2392 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2394 entity head, closest_target = NULL;
2395 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2397 while(head) // find the closest acceptable target to enter
2399 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2400 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2404 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2405 { closest_target = head; }
2407 else { closest_target = head; }
2413 if(closest_target) { vehicles_enter(this, closest_target); return; }
2417 // a use key was pressed; call handlers
2418 MUTATOR_CALLHOOK(PlayerUseKey, this);
2426 Called every frame for each real client by DP (and for each bot by StartFrame()),
2427 and when executing every asynchronous move, so only include things that MUST be done then.
2428 Use PlayerFrame() instead for code that only needs to run once per server frame.
2429 frametime == 0 in the asynchronous code path.
2431 TODO: move more stuff from here and PlayerThink() and ObserverOrSpectatorThink() to PlayerFrame() (frametime is always set there)
2434 .float last_vehiclecheck;
2435 void PlayerPreThink (entity this)
2437 WarpZone_PlayerPhysics_FixVAngle(this);
2439 zoomstate_set = false;
2441 MUTATOR_CALLHOOK(PlayerPreThink, this);
2443 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2445 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2447 if (IS_PLAYER(this)) {
2448 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2449 error("Client can't be spawned as player on connection!");
2450 if(!PlayerThink(this))
2453 else if (game_stopped || intermission_running) {
2454 if(intermission_running)
2455 IntermissionThink(this);
2458 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2460 bool early_join_requested = (CS(this).autojoin_checked < 0);
2461 CS(this).autojoin_checked = 1;
2462 // don't do this in ClientConnect
2463 // many things can go wrong if a client is spawned as player on connection
2464 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2465 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2466 && (!teamplay || autocvar_g_balance_teams)))
2468 if(joinAllowed(this))
2473 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2474 ObserverOrSpectatorThink(this);
2477 // WEAPONTODO: Add weapon request for this
2478 if (!zoomstate_set) {
2479 bool wep_zoomed = false;
2480 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2482 .entity weaponentity = weaponentities[slot];
2483 Weapon thiswep = this.(weaponentity).m_weapon;
2484 if(thiswep != WEP_Null && thiswep.wr_zoom)
2485 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2487 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2490 // Voice sound effects
2491 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2493 CS(this).teamkill_soundtime = 0;
2495 entity e = CS(this).teamkill_soundsource;
2496 entity oldpusher = e.pusher;
2498 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2499 e.pusher = oldpusher;
2502 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2503 CS(this).taunt_soundtime = 0;
2504 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2507 target_voicescript_next(this);
2510 void DrownPlayer(entity this)
2512 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2513 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2515 STAT(AIR_FINISHED, this) = 0;
2519 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2521 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2522 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2523 STAT(AIR_FINISHED, this) = 0;
2527 if (!STAT(AIR_FINISHED, this))
2528 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2529 if (STAT(AIR_FINISHED, this) < time)
2531 if (this.pain_finished < time)
2533 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');
2534 this.pain_finished = time + 0.5;
2540 .bool move_qcphysics;
2542 void Player_Physics(entity this)
2544 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2546 if(!this.move_qcphysics)
2549 if(!frametime && !CS(this).pm_frametime)
2552 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2554 CS(this).pm_frametime = 0;
2561 Called every frame for each real client by DP (and for each bot by StartFrame()),
2562 and when executing every asynchronous move, so only include things that MUST be done then.
2563 Use PlayerFrame() instead for code that only needs to run once per server frame.
2564 frametime == 0 in the asynchronous code path.
2567 void PlayerPostThink (entity this)
2569 Player_Physics(this);
2571 if (IS_PLAYER(this)) {
2572 if(this.death_time == time && IS_DEAD(this))
2574 // player's bbox gets resized now, instead of in the damage event that killed the player,
2575 // once all the damage events of this frame have been processed with normal size
2577 setsize(this, this.mins, this.maxs);
2580 UpdateChatBubble(this);
2581 if (CS(this).impulse) ImpulseCommands(this);
2582 GetPressedKeys(this);
2585 CSQCMODEL_AUTOUPDATE(this);
2589 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2591 CS(this).pressedkeys = 0;
2592 STAT(PRESSED_KEYS, this) = 0;
2595 CSQCMODEL_AUTOUPDATE(this);
2602 Called every frame for each client by StartFrame().
2603 Use this for code that only needs to run once per server frame.
2604 frametime is always set here.
2607 void PlayerFrame (entity this)
2609 // formerly PreThink code
2610 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2611 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2613 // physics frames: update anticheat stuff
2614 anticheat_prethink(this);
2616 // Check if spectating is allowed
2617 if (blockSpectators && IS_REAL_CLIENT(this)
2618 && (IS_SPEC(this) || IS_OBSERVER(this)) && !INGAME(this)
2619 && time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime))
2621 if (dropclient_schedule(this))
2622 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2625 // Check for nameless players
2626 if (this.netname == "" || this.netname != CS(this).netname_previous)
2628 bool assume_unchanged = (CS(this).netname_previous == "");
2629 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2631 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2632 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2633 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2634 assume_unchanged = false;
2635 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2637 if (isInvisibleString(this.netname))
2639 this.netname = strzone(sprintf("Player#%d", this.playerid));
2640 sprint(this, "Warning: invisible names are not allowed.\n");
2641 assume_unchanged = false;
2642 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2644 if (!assume_unchanged && autocvar_sv_eventlog)
2645 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2646 strcpy(CS(this).netname_previous, this.netname);
2650 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime)
2652 CS(this).version_nagtime = 0;
2653 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0)
2657 else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0)
2660 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2664 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2665 if (r < 0) // old client
2666 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2667 else if (r > 0) // old server
2668 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2673 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2675 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2676 this.max_armorvalue = 0;
2680 if (IS_PLAYER(this) && time >= game_starttime)
2682 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2684 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2685 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2687 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2689 if (STAT(REVIVE_PROGRESS, this) >= 1)
2690 Unfreeze(this, false);
2692 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2694 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2695 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2697 if (GetResource(this, RES_HEALTH) < 1)
2700 vehicles_exit(this.vehicle, VHEF_RELEASE);
2701 if(this.event_damage)
2702 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2704 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2705 Unfreeze(this, false);
2710 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2711 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2713 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2717 if(!it.team || SAME_TEAM(this, it))
2718 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2719 else if(autocvar_g_vehicles_steal)
2720 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2722 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2724 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2728 this.last_vehiclecheck = time + 1;
2733 // formerly PostThink code
2734 if (autocvar_sv_maxidle > 0 || (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0))
2735 if (IS_REAL_CLIENT(this))
2736 if (IS_PLAYER(this) || autocvar_sv_maxidle_alsokickspectators)
2737 if (!intermission_running) // NextLevel() kills all centerprints after setting this true
2739 int totalClients = 0;
2740 if(autocvar_sv_maxidle > 0 && autocvar_sv_maxidle_slots > 0)
2742 // maxidle disabled in local matches by not counting clients (totalClients 0)
2743 if (server_is_dedicated)
2745 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2749 if (maxclients - totalClients > autocvar_sv_maxidle_slots)
2753 else if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2755 FOREACH_CLIENT(IS_REAL_CLIENT(it),
2761 if (totalClients < autocvar_sv_maxidle_minplayers)
2763 // idle kick disabled
2764 CS(this).parm_idlesince = time;
2766 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2768 if (CS(this).idlekick_lasttimeleft)
2770 CS(this).idlekick_lasttimeleft = 0;
2771 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2776 float maxidle_time = autocvar_sv_maxidle;
2777 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2778 maxidle_time = autocvar_sv_maxidle_playertospectator;
2779 float timeleft = ceil(maxidle_time - (time - CS(this).parm_idlesince));
2780 float countdown_time = max(min(10, maxidle_time - 1), ceil(maxidle_time * 0.33)); // - 1 to support maxidle_time <= 10
2781 if (timeleft == countdown_time && !CS(this).idlekick_lasttimeleft)
2783 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2784 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOVETOSPEC_IDLING, timeleft);
2786 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2788 if (timeleft <= 0) {
2789 if (IS_PLAYER(this) && autocvar_sv_maxidle_playertospectator > 0)
2791 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_MOVETOSPEC_IDLING, this.netname, maxidle_time);
2792 PutObserverInServer(this, true, true);
2796 if (dropclient_schedule(this))
2797 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname, maxidle_time);
2801 else if (timeleft <= countdown_time) {
2802 if (timeleft != CS(this).idlekick_lasttimeleft)
2803 play2(this, SND(TALK2));
2804 CS(this).idlekick_lasttimeleft = timeleft;
2813 this.solid = SOLID_NOT;
2814 this.takedamage = DAMAGE_NO;
2815 set_movetype(this, MOVETYPE_NONE);
2816 CS(this).teamkill_complain = 0;
2817 CS(this).teamkill_soundtime = 0;
2818 CS(this).teamkill_soundsource = NULL;
2821 if (this.waypointsprite_attachedforcarrier) {
2822 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2823 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2827 // hack to copy the button fields from the client entity to the Client State
2828 void PM_UpdateButtons(entity this, entity store)
2831 store.impulse = this.impulse;
2834 bool typing = this.buttonchat || this.button12;
2836 store.button0 = (typing) ? 0 : this.button0;
2838 store.button2 = (typing) ? 0 : this.button2;
2839 store.button3 = (typing) ? 0 : this.button3;
2840 store.button4 = this.button4;
2841 store.button5 = (typing) ? 0 : this.button5;
2842 store.button6 = this.button6;
2843 store.button7 = this.button7;
2844 store.button8 = this.button8;
2845 store.button9 = this.button9;
2846 store.button10 = this.button10;
2847 store.button11 = this.button11;
2848 store.button12 = this.button12;
2849 store.button13 = this.button13;
2850 store.button14 = this.button14;
2851 store.button15 = this.button15;
2852 store.button16 = this.button16;
2853 store.buttonuse = this.buttonuse;
2854 store.buttonchat = this.buttonchat;
2856 store.cursor_active = this.cursor_active;
2857 store.cursor_screen = this.cursor_screen;
2858 store.cursor_trace_start = this.cursor_trace_start;
2859 store.cursor_trace_endpos = this.cursor_trace_endpos;
2860 store.cursor_trace_ent = this.cursor_trace_ent;
2862 store.ping = this.ping;
2863 store.ping_packetloss = this.ping_packetloss;
2864 store.ping_movementloss = this.ping_movementloss;
2866 store.v_angle = this.v_angle;
2867 store.movement = this.movement;
2870 NET_HANDLE(fpsreport, bool)
2872 int fps = ReadShort();
2873 PlayerScore_Set(sender, SP_FPS, fps);