3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/qc/globalsound.qh>
7 #include <common/ent_cs.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
10 #include <common/items/_mod.qh>
11 #include <common/items/inventory.qh>
12 #include <common/mapobjects/func/conveyor.qh>
13 #include <common/mapobjects/func/ladder.qh>
14 #include <common/mapobjects/subs.qh>
15 #include <common/mapobjects/target/spawnpoint.qh>
16 #include <common/mapobjects/teleporters.qh>
17 #include <common/mapobjects/trigger/counter.qh>
18 #include <common/mapobjects/trigger/secret.qh>
19 #include <common/mapobjects/trigger/swamp.qh>
20 #include <common/mapobjects/triggers.qh>
21 #include <common/minigames/sv_minigames.qh>
22 #include <common/monsters/sv_monsters.qh>
23 #include <common/mutators/mutator/instagib/sv_instagib.qh>
24 #include <common/mutators/mutator/nades/nades.qh>
25 #include <common/mutators/mutator/overkill/oknex.qh>
26 #include <common/mutators/mutator/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/notifications/all.qh>
30 #include <common/physics/player.qh>
31 #include <common/playerstats.qh>
32 #include <common/state.qh>
33 #include <common/stats.qh>
34 #include <common/vehicles/all.qh>
35 #include <common/vehicles/sv_vehicles.qh>
36 #include <common/viewloc.qh>
37 #include <common/weapons/_all.qh>
38 #include <common/weapons/weapon/vortex.qh>
39 #include <common/wepent.qh>
40 #include <lib/csqcmodel/sv_model.qh>
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/server.qh>
43 #include <server/anticheat.qh>
44 #include <server/antilag.qh>
45 #include <server/bot/api.qh>
46 #include <server/bot/default/cvars.qh>
47 #include <server/campaign.qh>
48 #include <server/chat.qh>
49 #include <server/cheats.qh>
50 #include <server/clientkill.qh>
51 #include <server/command/common.qh>
52 #include <server/command/common.qh>
53 #include <server/command/vote.qh>
54 #include <server/compat/quake3.qh>
55 #include <server/damage.qh>
56 #include <server/gamelog.qh>
57 #include <server/handicap.qh>
58 #include <server/hook.qh>
59 #include <server/impulse.qh>
60 #include <server/intermission.qh>
61 #include <server/ipban.qh>
62 #include <server/main.qh>
63 #include <server/mutators/_mod.qh>
64 #include <server/player.qh>
65 #include <server/portals.qh>
66 #include <server/race.qh>
67 #include <server/resources.qh>
68 #include <server/scores.qh>
69 #include <server/scores_rules.qh>
70 #include <server/spawnpoints.qh>
71 #include <server/teamplay.qh>
72 #include <server/weapons/accuracy.qh>
73 #include <server/weapons/common.qh>
74 #include <server/weapons/hitplot.qh>
75 #include <server/weapons/selection.qh>
76 #include <server/weapons/tracing.qh>
77 #include <server/weapons/weaponsystem.qh>
78 #include <server/world.qh>
80 STATIC_METHOD(Client, Add, void(Client this, int _team))
83 TRANSMUTE(Player, this);
86 PutClientInServer(this);
89 STATIC_METHOD(Client, Remove, void(Client this))
91 TRANSMUTE(Observer, this);
92 PutClientInServer(this);
93 ClientDisconnect(this);
96 void send_CSQC_teamnagger() {
97 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
100 int CountSpectators(entity player, entity to)
102 if(!player) { return 0; } // not sure how, but best to be safe
106 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
114 void WriteSpectators(entity player, entity to)
116 if(!player) { return; } // not sure how, but best to be safe
119 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
121 if(spec_count >= MAX_SPECTATORS)
123 WriteByte(MSG_ENTITY, num_for_edict(it));
128 bool ClientData_Send(entity this, entity to, int sf)
130 assert(to == this.owner, return false);
133 if (IS_SPEC(e)) e = e.enemy;
136 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
137 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
138 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
139 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
141 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
142 WriteByte(MSG_ENTITY, sf);
145 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
149 float specs = CountSpectators(e, to);
150 WriteByte(MSG_ENTITY, specs);
151 WriteSpectators(e, to);
157 void ClientData_Attach(entity this)
159 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
160 CS(this).clientdata.drawonlytoclient = this;
161 CS(this).clientdata.owner = this;
164 void ClientData_Detach(entity this)
166 delete(CS(this).clientdata);
167 CS(this).clientdata = NULL;
170 void ClientData_Touch(entity e)
172 entity cd = CS(e).clientdata;
173 if (cd) { cd.SendFlags = 1; }
175 // make it spectatable
176 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
178 entity cd = CS(it).clientdata;
179 if (cd) { cd.SendFlags = 1; }
188 Checks if the argument string can be a valid playermodel.
189 Returns a valid one in doubt.
192 string FallbackPlayerModel;
193 string CheckPlayerModel(string plyermodel) {
194 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
196 // note: we cannot summon Don Strunzone here, some player may
197 // still have the model string set. In case anyone manages how
198 // to change a cvar default, we'll have a small leak here.
199 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
201 // only in right path
202 if( substring(plyermodel,0,14) != "models/player/")
203 return FallbackPlayerModel;
204 // only good file extensions
205 if(substring(plyermodel,-4,4) != ".zym")
206 if(substring(plyermodel,-4,4) != ".dpm")
207 if(substring(plyermodel,-4,4) != ".iqm")
208 if(substring(plyermodel,-4,4) != ".md3")
209 if(substring(plyermodel,-4,4) != ".psk")
210 return FallbackPlayerModel;
211 // forbid the LOD models
212 if(substring(plyermodel, -9,5) == "_lod1")
213 return FallbackPlayerModel;
214 if(substring(plyermodel, -9,5) == "_lod2")
215 return FallbackPlayerModel;
216 if(plyermodel != strtolower(plyermodel))
217 return FallbackPlayerModel;
218 // also, restrict to server models
219 if(autocvar_sv_servermodelsonly)
221 if(!fexists(plyermodel))
222 return FallbackPlayerModel;
227 void setplayermodel(entity e, string modelname)
229 precache_model(modelname);
230 _setmodel(e, modelname);
231 player_setupanimsformodel(e);
232 if(!autocvar_g_debug_globalsounds)
233 UpdatePlayerSounds(e);
236 /** putting a client as observer in the server */
237 void PutObserverInServer(entity this)
239 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
240 PlayerState_detach(this);
244 if(GetResource(this, RES_HEALTH) >= 1)
247 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
250 // was a player, recount votes and ready status
251 if(IS_REAL_CLIENT(this))
253 if (vote_called) { VoteCount(false); }
258 entity spot = SelectSpawnPoint(this, true);
259 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
260 this.angles = vec2(spot.angles);
261 this.fixangle = true;
262 // offset it so that the spectator spawns higher off the ground, looks better this way
263 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
264 if (IS_REAL_CLIENT(this))
267 WriteByte(MSG_ONE, SVC_SETVIEW);
268 WriteEntity(MSG_ONE, this);
270 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
271 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
272 if(!autocvar_g_debug_globalsounds)
274 // needed for player sounds
276 FixPlayermodel(this);
278 setmodel(this, MDL_Null);
279 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
280 this.view_ofs = '0 0 0';
282 RemoveGrapplingHooks(this);
283 Portal_ClearAll(this);
284 Unfreeze(this, false);
285 SetSpectatee(this, NULL);
290 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
294 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
296 WaypointSprite_PlayerDead(this);
298 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
299 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
301 accuracy_resend(this);
303 CS(this).spectatortime = time;
305 IL_REMOVE(g_bot_targets, this);
306 this.bot_attack = false;
307 if(this.monster_attack)
308 IL_REMOVE(g_monster_targets, this);
309 this.monster_attack = false;
310 STAT(HUD, this) = HUD_NORMAL;
311 TRANSMUTE(Observer, this);
312 this.iscreature = false;
313 this.teleportable = TELEPORT_SIMPLE;
314 if(this.damagedbycontents)
315 IL_REMOVE(g_damagedbycontents, this);
316 this.damagedbycontents = false;
317 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
318 SetSpectatee_status(this, etof(this));
319 this.takedamage = DAMAGE_NO;
320 this.solid = SOLID_NOT;
321 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
322 this.flags = FL_CLIENT | FL_NOTARGET;
324 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
325 this.pauserotarmor_finished = 0;
326 this.pauserothealth_finished = 0;
327 this.pauseregen_finished = 0;
328 this.damageforcescale = 0;
330 this.respawn_flags = 0;
331 this.respawn_time = 0;
332 STAT(RESPAWN_TIME, this) = 0;
336 this.pain_finished = 0;
337 STAT(STRENGTH_FINISHED, this) = 0;
338 STAT(INVINCIBLE_FINISHED, this) = 0;
339 STAT(SUPERWEAPONS_FINISHED, this) = 0;
340 STAT(AIR_FINISHED, this) = 0;
341 //this.dphitcontentsmask = 0;
342 this.dphitcontentsmask = DPCONTENTS_SOLID;
343 if (autocvar_g_playerclip_collisions)
344 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
347 setthink(this, func_null);
349 this.deadflag = DEAD_NO;
351 STAT(REVIVE_PROGRESS, this) = 0;
352 this.revival_time = 0;
353 this.draggable = drag_undraggable;
356 STAT(WEAPONS, this) = '0 0 0';
357 this.drawonlytoclient = this;
361 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
363 this.weaponmodel = "";
364 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
366 this.weaponentities[slot] = NULL;
368 this.exteriorweaponentity = NULL;
369 CS(this).killcount = FRAGS_SPECTATOR;
370 this.velocity = '0 0 0';
371 this.avelocity = '0 0 0';
372 this.punchangle = '0 0 0';
373 this.punchvector = '0 0 0';
374 this.oldvelocity = this.velocity;
375 this.fire_endtime = -1;
376 this.event_damage = func_null;
377 this.event_heal = func_null;
379 for(int slot = 0; slot < MAX_AXH; ++slot)
381 entity axh = this.(AuxiliaryXhair[slot]);
382 this.(AuxiliaryXhair[slot]) = NULL;
384 if(axh.owner == this && axh != NULL && !wasfreed(axh))
388 if (mutator_returnvalue)
390 // mutator prevents resetting teams+score
394 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
395 this.frags = FRAGS_SPECTATOR;
397 if (CS(this).just_joined)
398 CS(this).just_joined = false;
401 int player_getspecies(entity this)
403 get_model_parameters(this.model, this.skin);
404 int s = get_model_parameters_species;
405 get_model_parameters(string_null, 0);
406 if (s < 0) return SPECIES_HUMAN;
410 .float model_randomizer;
411 void FixPlayermodel(entity player)
413 string defaultmodel = "";
415 if(autocvar_sv_defaultcharacter)
421 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
422 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
423 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
424 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
428 if(defaultmodel == "")
430 defaultmodel = autocvar_sv_defaultplayermodel;
431 defaultskin = autocvar_sv_defaultplayerskin;
434 int n = tokenize_console(defaultmodel);
437 defaultmodel = argv(floor(n * CS(player).model_randomizer));
438 // However, do NOT randomize if the player-selected model is in the list.
439 for (int i = 0; i < n; ++i)
440 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
441 defaultmodel = argv(i);
444 int i = strstrofs(defaultmodel, ":", 0);
447 defaultskin = stof(substring(defaultmodel, i+1, -1));
448 defaultmodel = substring(defaultmodel, 0, i);
451 if(autocvar_sv_defaultcharacterskin && !defaultskin)
457 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
458 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
459 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
460 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
465 defaultskin = autocvar_sv_defaultplayerskin;
468 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
469 defaultmodel = M_ARGV(0, string);
470 defaultskin = M_ARGV(1, int);
474 if(defaultmodel != "")
476 if (defaultmodel != player.model)
478 vector m1 = player.mins;
479 vector m2 = player.maxs;
480 setplayermodel (player, defaultmodel);
481 setsize (player, m1, m2);
485 oldskin = player.skin;
486 player.skin = defaultskin;
488 if (player.playermodel != player.model || player.playermodel == "")
490 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
491 vector m1 = player.mins;
492 vector m2 = player.maxs;
493 setplayermodel (player, player.playermodel);
494 setsize (player, m1, m2);
498 if(!autocvar_sv_defaultcharacterskin)
500 oldskin = player.skin;
501 player.skin = stof(player.playerskin);
505 oldskin = player.skin;
506 player.skin = defaultskin;
510 if(chmdl || oldskin != player.skin) // model or skin has changed
512 player.species = player_getspecies(player); // update species
513 if(!autocvar_g_debug_globalsounds)
514 UpdatePlayerSounds(player); // update skin sounds
518 if(strlen(autocvar_sv_defaultplayercolors))
519 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
520 setcolor(player, stof(autocvar_sv_defaultplayercolors));
523 void PutPlayerInServer(entity this)
525 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
527 PlayerState_attach(this);
528 accuracy_resend(this);
531 TeamBalance_JoinBestTeam(this);
533 entity spot = SelectSpawnPoint(this, false);
535 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
536 return; // spawn failed
539 TRANSMUTE(Player, this);
541 CS(this).wasplayer = true;
542 this.iscreature = true;
543 this.teleportable = TELEPORT_NORMAL;
544 if(!this.damagedbycontents)
545 IL_PUSH(g_damagedbycontents, this);
546 this.damagedbycontents = true;
547 set_movetype(this, MOVETYPE_WALK);
548 this.solid = SOLID_SLIDEBOX;
549 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
550 if (autocvar_g_playerclip_collisions)
551 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
552 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
553 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
554 this.frags = FRAGS_PLAYER;
555 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
556 this.flags = FL_CLIENT | FL_PICKUPITEMS;
557 if (autocvar__notarget)
558 this.flags |= FL_NOTARGET;
559 this.takedamage = DAMAGE_AIM;
560 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
563 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
564 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
565 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
566 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
567 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
568 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
569 SetResource(this, RES_HEALTH, warmup_start_health);
570 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
571 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
573 SetResource(this, RES_SHELLS, start_ammo_shells);
574 SetResource(this, RES_BULLETS, start_ammo_nails);
575 SetResource(this, RES_ROCKETS, start_ammo_rockets);
576 SetResource(this, RES_CELLS, start_ammo_cells);
577 SetResource(this, RES_PLASMA, start_ammo_plasma);
578 SetResource(this, RES_FUEL, start_ammo_fuel);
579 SetResource(this, RES_HEALTH, start_health);
580 SetResource(this, RES_ARMOR, start_armorvalue);
581 STAT(WEAPONS, this) = start_weapons;
582 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
584 GiveRandomWeapons(this, random_start_weapons_count,
585 autocvar_g_random_start_weapons, random_start_ammo);
588 SetSpectatee_status(this, 0);
590 PS(this).dual_weapons = '0 0 0';
592 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
594 this.items = start_items;
596 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
597 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
598 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
599 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
600 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
601 if (!sv_ready_restart_after_countdown && time < game_starttime)
603 float f = game_starttime - time;
604 this.spawnshieldtime += f;
605 this.pauserotarmor_finished += f;
606 this.pauserothealth_finished += f;
607 this.pauseregen_finished += f;
610 this.damageforcescale = autocvar_g_player_damageforcescale;
612 this.respawn_flags = 0;
613 this.respawn_time = 0;
614 STAT(RESPAWN_TIME, this) = 0;
615 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
616 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
618 this.pain_finished = 0;
620 setthink(this, func_null); // players have no think function
623 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
625 this.deadflag = DEAD_NO;
627 this.angles = spot.angles;
628 this.angles_z = 0; // never spawn tilted even if the spot says to
629 if (IS_BOT_CLIENT(this))
631 this.v_angle = this.angles;
634 this.fixangle = true; // turn this way immediately
635 this.oldvelocity = this.velocity = '0 0 0';
636 this.avelocity = '0 0 0';
637 this.punchangle = '0 0 0';
638 this.punchvector = '0 0 0';
640 STAT(STRENGTH_FINISHED, this) = 0;
641 STAT(INVINCIBLE_FINISHED, this) = 0;
642 this.fire_endtime = -1;
643 STAT(REVIVE_PROGRESS, this) = 0;
644 this.revival_time = 0;
646 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
647 STAT(BUFFS, this) = 0;
648 STAT(BUFF_TIME, this) = 0;
650 STAT(AIR_FINISHED, this) = 0;
651 this.waterlevel = WATERLEVEL_NONE;
652 this.watertype = CONTENT_EMPTY;
654 entity spawnevent = new_pure(spawnevent);
655 spawnevent.owner = this;
656 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
658 // Cut off any still running player sounds.
659 stopsound(this, CH_PLAYER_SINGLE);
662 FixPlayermodel(this);
663 this.drawonlytoclient = NULL;
667 for(int slot = 0; slot < MAX_AXH; ++slot)
669 entity axh = this.(AuxiliaryXhair[slot]);
670 this.(AuxiliaryXhair[slot]) = NULL;
672 if(axh.owner == this && axh != NULL && !wasfreed(axh))
676 this.spawnpoint_targ = NULL;
679 this.view_ofs = STAT(PL_VIEW_OFS, this);
680 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
681 this.spawnorigin = spot.origin;
682 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
683 // don't reset back to last position, even if new position is stuck in solid
684 this.oldorigin = this.origin;
686 IL_REMOVE(g_conveyed, this);
687 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
689 IL_REMOVE(g_swamped, this);
690 this.swampslug = NULL;
691 this.swamp_interval = 0;
692 if(this.ladder_entity)
693 IL_REMOVE(g_ladderents, this);
694 this.ladder_entity = NULL;
695 IL_EACH(g_counters, it.realowner == this,
699 STAT(HUD, this) = HUD_NORMAL;
701 this.event_damage = PlayerDamage;
702 this.event_heal = PlayerHeal;
704 this.draggable = func_null;
707 IL_PUSH(g_bot_targets, this);
708 this.bot_attack = true;
709 if(!this.monster_attack)
710 IL_PUSH(g_monster_targets, this);
711 this.monster_attack = true;
712 navigation_dynamicgoal_init(this, false);
714 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
716 // player was spectator
717 if (CS(this).killcount == FRAGS_SPECTATOR) {
718 PlayerScore_Clear(this);
719 CS(this).killcount = 0;
720 CS(this).startplaytime = time;
723 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
725 .entity weaponentity = weaponentities[slot];
726 CL_SpawnWeaponentity(this, weaponentity);
728 this.alpha = default_player_alpha;
729 this.colormod = '1 1 1' * autocvar_g_player_brightness;
730 this.exteriorweaponentity.alpha = default_weapon_alpha;
732 this.speedrunning = false;
734 this.counter_cnt = 0;
735 this.fragsfilter_cnt = 0;
737 target_voicescript_clear(this);
739 // reset fields the weapons may use
740 FOREACH(Weapons, true, {
741 it.wr_resetplayer(it, this);
742 // reload all reloadable weapons
743 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
744 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
746 .entity weaponentity = weaponentities[slot];
747 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
753 string s = spot.target;
754 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
755 spot.target = string_null;
756 SUB_UseTargets(spot, this, NULL);
757 if(g_assault || g_race)
761 Unfreeze(this, false);
763 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
765 if (autocvar_spawn_debug)
767 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
768 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
771 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
773 .entity weaponentity = weaponentities[slot];
774 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
775 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
777 this.(weaponentity).m_switchweapon = WEP_Null;
778 this.(weaponentity).m_weapon = WEP_Null;
779 this.(weaponentity).weaponname = "";
780 this.(weaponentity).m_switchingweapon = WEP_Null;
781 this.(weaponentity).cnt = -1;
784 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
786 if (CS(this).impulse) ImpulseCommands(this);
788 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
789 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
791 .entity weaponentity = weaponentities[slot];
792 W_WeaponFrame(this, weaponentity);
795 if (!warmup_stage && !this.alivetime)
796 this.alivetime = time;
798 antilag_clear(this, CS(this));
801 /** Called when a client spawns in the server */
802 void PutClientInServer(entity this)
804 if (IS_BOT_CLIENT(this)) {
805 TRANSMUTE(Player, this);
806 } else if (IS_REAL_CLIENT(this)) {
808 WriteByte(MSG_ONE, SVC_SETVIEW);
809 WriteEntity(MSG_ONE, this);
812 TRANSMUTE(Observer, this);
814 SetSpectatee(this, NULL);
818 PS(this).itemkeys = 0;
820 MUTATOR_CALLHOOK(PutClientInServer, this);
822 if (IS_OBSERVER(this)) {
823 PutObserverInServer(this);
824 } else if (IS_PLAYER(this)) {
825 PutPlayerInServer(this);
829 // TODO do we need all these fields, or should we stop autodetecting runtime
830 // changes and just have a console command to update this?
831 bool ClientInit_SendEntity(entity this, entity to, int sf)
833 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
836 // MSG_INIT replacement
837 // TODO: make easier to use
839 W_PROP_reload(MSG_ONE, to);
840 ClientInit_misc(this);
841 MUTATOR_CALLHOOK(Ent_Init);
843 void ClientInit_misc(entity this)
845 int channel = MSG_ONE;
846 WriteHeader(channel, ENT_CLIENT_INIT);
847 WriteByte(channel, g_nexball_meter_period * 32);
848 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
849 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
850 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
851 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
852 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
853 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
854 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
855 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
857 if(autocvar_sv_foginterval && world.fog != "")
858 WriteString(channel, world.fog);
860 WriteString(channel, "");
861 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
862 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
863 WriteByte(channel, serverflags);
864 WriteCoord(channel, autocvar_g_trueaim_minrange);
867 void ClientInit_CheckUpdate(entity this)
869 this.nextthink = time;
870 if(this.count != autocvar_g_balance_armor_blockpercent)
872 this.count = autocvar_g_balance_armor_blockpercent;
875 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
877 this.cnt = autocvar_g_balance_damagepush_speedfactor;
882 void ClientInit_Spawn()
884 entity e = new_pure(clientinit);
885 setthink(e, ClientInit_CheckUpdate);
886 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
888 ClientInit_CheckUpdate(e);
898 // initialize parms for a new player
899 parm1 = -(86400 * 366);
901 MUTATOR_CALLHOOK(SetNewParms);
909 void SetChangeParms (entity this)
911 // save parms for level change
912 parm1 = CS(this).parm_idlesince - time;
914 MUTATOR_CALLHOOK(SetChangeParms);
922 void DecodeLevelParms(entity this)
925 CS(this).parm_idlesince = parm1;
926 if (CS(this).parm_idlesince == -(86400 * 366))
927 CS(this).parm_idlesince = time;
929 // whatever happens, allow 60 seconds of idling directly after connect for map loading
930 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - autocvar_sv_maxidle + 60);
932 MUTATOR_CALLHOOK(DecodeLevelParms);
935 void FixClientCvars(entity e)
937 // send prediction settings to the client
938 stuffcmd(e, "\nin_bindmap 0 0\n");
939 if(autocvar_g_antilag == 3) // client side hitscan
940 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
941 if(autocvar_sv_gentle)
942 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
944 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
945 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
947 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
949 MUTATOR_CALLHOOK(FixClientCvars, e);
952 bool findinlist_abbrev(string tofind, string list)
954 if(list == "" || tofind == "")
955 return false; // empty list or search, just return
957 // this function allows abbreviated strings!
958 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
966 bool PlayerInIPList(entity p, string iplist)
968 // some safety checks (never allow local?)
969 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
972 return findinlist_abbrev(p.netaddress, iplist);
975 bool PlayerInIDList(entity p, string idlist)
977 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
981 return findinlist_abbrev(p.crypto_idfp, idlist);
984 bool PlayerInList(entity player, string list)
986 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
989 #ifdef DP_EXT_PRECONNECT
994 Called once (not at each match start) when a client begins a connection to the server
997 void ClientPreConnect(entity this)
999 if(autocvar_sv_eventlog)
1001 GameLogEcho(sprintf(":connect:%d:%d:%s",
1004 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1010 string GetClientVersionMessage(entity this)
1012 if (CS(this).version_mismatch) {
1013 if(CS(this).version < autocvar_gameversion) {
1014 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1015 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1017 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1018 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1021 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1025 string getwelcomemessage(entity this)
1027 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1028 string modifications = M_ARGV(0, string);
1032 if(g_weaponarena_random)
1033 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1035 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1037 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1038 modifications = strcat(modifications, ", No start weapons");
1039 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1040 modifications = strcat(modifications, ", Low gravity");
1041 if(g_weapon_stay && !g_cts)
1042 modifications = strcat(modifications, ", Weapons stay");
1043 if(autocvar_g_jetpack)
1044 modifications = strcat(modifications, ", Jet pack");
1045 if(autocvar_g_powerups == 0)
1046 modifications = strcat(modifications, ", No powerups");
1047 if(autocvar_g_powerups > 0)
1048 modifications = strcat(modifications, ", Powerups");
1049 modifications = substring(modifications, 2, strlen(modifications) - 2);
1051 string versionmessage = GetClientVersionMessage(this);
1052 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1054 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1056 if(modifications != "")
1057 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1059 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1061 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1062 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1065 if (cache_mutatormsg != "") {
1066 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1069 string mutator_msg = "";
1070 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1071 mutator_msg = M_ARGV(0, string);
1073 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1075 string motd = autocvar_sv_motd;
1077 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1082 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1088 Called when a client connects to the server
1091 void ClientConnect(entity this)
1093 if (Ban_MaybeEnforceBanOnce(this)) return;
1094 assert(!IS_CLIENT(this), return);
1095 this.flags |= FL_CLIENT;
1096 assert(player_count >= 0, player_count = 0);
1098 TRANSMUTE(Client, this);
1099 CS(this).version_nagtime = time + 10 + random() * 10;
1101 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1103 bot_clientconnect(this);
1105 Player_DetermineForcedTeam(this);
1107 TRANSMUTE(Observer, this);
1109 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1111 // always track bots, don't ask for cl_allow_uidtracking
1112 if (IS_BOT_CLIENT(this))
1113 PlayerStats_GameReport_AddPlayer(this);
1115 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1117 if (autocvar_sv_eventlog)
1118 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this.netname, this.team, false)));
1120 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1122 stuffcmd(this, clientstuff, "\n");
1123 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1125 FixClientCvars(this);
1127 // get version info from player
1128 stuffcmd(this, "cmd clientversion $gameversion\n");
1130 // notify about available teams
1133 entity balance = TeamBalance_CheckAllowedTeams(this);
1134 int t = TeamBalance_GetAllowedTeams(balance);
1135 TeamBalance_Destroy(balance);
1136 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1140 stuffcmd(this, "set _teams_available 0\n");
1143 bot_relinkplayerlist();
1145 CS(this).spectatortime = time;
1146 if (blockSpectators)
1148 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1151 CS(this).jointime = time;
1153 if (IS_REAL_CLIENT(this))
1155 if (g_weaponarena_weapons == WEPSET(TUBA))
1156 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1159 if (!autocvar_sv_foginterval && world.fog != "")
1160 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1162 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1163 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1164 send_CSQC_teamnagger();
1166 CSQCMODEL_AUTOINIT(this);
1168 CS(this).model_randomizer = random();
1170 if (IS_REAL_CLIENT(this))
1171 sv_notice_join(this);
1173 this.move_qcphysics = autocvar_sv_qcphysics;
1175 // update physics stats (players can spawn before physics runs)
1176 Physics_UpdateStats(this);
1178 IL_EACH(g_initforplayer, it.init_for_player, {
1179 it.init_for_player(it, this);
1182 Handicap_Initialize(this);
1184 MUTATOR_CALLHOOK(ClientConnect, this);
1186 if (IS_REAL_CLIENT(this))
1188 if (!autocvar_g_campaign && !IS_PLAYER(this))
1190 CS(this).motd_actived_time = -1;
1191 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1199 Called when a client disconnects from the server
1202 .entity chatbubbleentity;
1203 void ClientDisconnect(entity this)
1205 assert(IS_CLIENT(this), return);
1207 PlayerStats_GameReport_FinalizePlayer(this);
1208 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1209 if (CS(this).active_minigame) part_minigame(this);
1210 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1212 if (autocvar_sv_eventlog)
1213 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1215 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1218 SetSpectatee(this, NULL);
1220 MUTATOR_CALLHOOK(ClientDisconnect, this);
1222 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1223 strfree(CS_CVAR(this).weaponorder_byimpulse);
1224 ClientState_detach(this);
1226 Portal_ClearAll(this);
1228 Unfreeze(this, false);
1230 RemoveGrapplingHooks(this);
1232 // Here, everything has been done that requires this player to be a client.
1234 this.flags &= ~FL_CLIENT;
1236 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1237 if (this.killindicator) delete(this.killindicator);
1239 IL_EACH(g_counters, it.realowner == this,
1244 WaypointSprite_PlayerGone(this);
1246 bot_relinkplayerlist();
1248 strfree(this.clientstatus);
1249 if (this.personal) delete(this.personal);
1253 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1258 void ChatBubbleThink(entity this)
1260 this.nextthink = time;
1261 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1263 if(this.owner) // but why can that ever be NULL?
1264 this.owner.chatbubbleentity = NULL;
1271 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1273 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1274 this.mdl = "models/sprites/minigame_busy.iqm";
1275 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1276 this.mdl = "models/misc/chatbubble.spr";
1279 if ( this.model != this.mdl )
1280 _setmodel(this, this.mdl);
1284 void UpdateChatBubble(entity this)
1288 // spawn a chatbubble entity if needed
1289 if (!this.chatbubbleentity)
1291 this.chatbubbleentity = new(chatbubbleentity);
1292 this.chatbubbleentity.owner = this;
1293 this.chatbubbleentity.exteriormodeltoclient = this;
1294 setthink(this.chatbubbleentity, ChatBubbleThink);
1295 this.chatbubbleentity.nextthink = time;
1296 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1297 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1298 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1299 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1300 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1301 //this.chatbubbleentity.model = "";
1302 this.chatbubbleentity.effects = EF_LOWPRECISION;
1306 void calculate_player_respawn_time(entity this)
1308 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1311 float gametype_setting_tmp;
1312 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1313 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1314 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1315 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1316 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1317 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1319 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1322 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1323 if(it.team == this.team)
1326 if (sdelay_small_count == 0)
1327 sdelay_small_count = 1;
1328 if (sdelay_large_count == 0)
1329 sdelay_large_count = 1;
1333 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1336 if (sdelay_small_count == 0)
1338 if (IS_INDEPENDENT_PLAYER(this))
1340 // Players play independently. No point in requiring enemies.
1341 sdelay_small_count = 1;
1345 // Players play AGAINST each other. Enemies required.
1346 sdelay_small_count = 2;
1349 if (sdelay_large_count == 0)
1351 if (IS_INDEPENDENT_PLAYER(this))
1353 // Players play independently. No point in requiring enemies.
1354 sdelay_large_count = 1;
1358 // Players play AGAINST each other. Enemies required.
1359 sdelay_large_count = 2;
1366 if (pcount <= sdelay_small_count)
1367 sdelay = sdelay_small;
1368 else if (pcount >= sdelay_large_count)
1369 sdelay = sdelay_large;
1370 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1371 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1374 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1376 this.respawn_time = time + sdelay;
1378 if(sdelay < sdelay_max)
1379 this.respawn_time_max = time + sdelay_max;
1381 this.respawn_time_max = this.respawn_time;
1383 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1384 this.respawn_countdown = 10; // first number to count down from is 10
1386 this.respawn_countdown = -1; // do not count down
1388 if(autocvar_g_forced_respawn)
1389 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1392 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1393 // added to the model skins
1394 /*void UpdateColorModHack()
1397 c = this.clientcolors & 15;
1398 // LordHavoc: only bothering to support white, green, red, yellow, blue
1399 if (!teamplay) this.colormod = '0 0 0';
1400 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1401 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1402 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1403 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1404 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1405 else this.colormod = '1 1 1';
1408 void respawn(entity this)
1410 bool damagedbycontents_prev = this.damagedbycontents;
1413 if(autocvar_g_respawn_ghosts)
1415 this.solid = SOLID_NOT;
1416 this.takedamage = DAMAGE_NO;
1417 this.damagedbycontents = false;
1418 set_movetype(this, MOVETYPE_FLY);
1419 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1420 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1421 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1422 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1423 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1424 if(autocvar_g_respawn_ghosts_time > 0)
1425 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1428 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1432 this.damagedbycontents = damagedbycontents_prev;
1434 this.effects |= EF_NODRAW; // prevent another CopyBody
1435 PutClientInServer(this);
1438 void play_countdown(entity this, float finished, Sound samp)
1441 if(IS_REAL_CLIENT(this))
1442 if(floor(finished - time - frametime) != floor(finished - time))
1443 if(finished - time < 6)
1444 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1447 void player_powerups(entity this)
1449 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1450 this.modelflags |= MF_ROCKET;
1452 this.modelflags &= ~MF_ROCKET;
1454 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1458 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1460 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1461 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1462 this.items &= ~ITEM_Strength.m_itemid;
1463 this.items &= ~ITEM_Shield.m_itemid;
1464 this.items -= (this.items & IT_SUPERWEAPON);
1468 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1471 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1472 int items_prev = this.items;
1474 Fire_ApplyDamage(this);
1475 Fire_ApplyEffect(this);
1477 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1479 if (this.items & ITEM_Strength.m_itemid)
1481 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1482 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1483 if (time > STAT(STRENGTH_FINISHED, this))
1485 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1486 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1487 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1492 if (time < STAT(STRENGTH_FINISHED, this))
1494 this.items = this.items | ITEM_Strength.m_itemid;
1496 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1497 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1500 if (this.items & ITEM_Shield.m_itemid)
1502 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1503 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1504 if (time > STAT(INVINCIBLE_FINISHED, this))
1506 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1507 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1508 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1513 if (time < STAT(INVINCIBLE_FINISHED, this))
1515 this.items = this.items | ITEM_Shield.m_itemid;
1517 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1518 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1521 if (this.items & IT_SUPERWEAPON)
1523 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1525 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1526 this.items = this.items - (this.items & IT_SUPERWEAPON);
1527 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1528 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1530 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1532 // don't let them run out
1536 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1537 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1539 this.items = this.items - (this.items & IT_SUPERWEAPON);
1540 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1541 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1542 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1546 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1548 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1550 this.items = this.items | IT_SUPERWEAPON;
1551 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1554 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1555 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1560 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1561 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1566 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1570 if(autocvar_g_nodepthtestplayers)
1571 this.effects = this.effects | EF_NODEPTHTEST;
1573 if(autocvar_g_fullbrightplayers)
1574 this.effects = this.effects | EF_FULLBRIGHT;
1576 if (time >= game_starttime)
1577 if (time < this.spawnshieldtime)
1578 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1580 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1583 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1585 if(current > stable)
1587 else if(current > stable - 0.25) // when close enough, "snap"
1590 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1593 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1595 if(current < stable)
1597 else if(current < stable + 0.25) // when close enough, "snap"
1600 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1603 void RotRegen(entity this, int res, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit_mod)
1605 float old = GetResource(this, res);
1606 float current = old;
1607 if(current > rotstable)
1609 if(rotframetime > 0)
1611 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1612 current = max(rotstable, current - rotlinear * rotframetime);
1615 else if(current < regenstable)
1617 if(regenframetime > 0)
1619 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1620 current = min(regenstable, current + regenlinear * regenframetime);
1624 float limit = GetResourceLimit(this, res) * limit_mod;
1629 SetResource(this, res, current);
1632 void player_regen(entity this)
1634 float max_mod, regen_mod, rot_mod, limit_mod;
1635 max_mod = regen_mod = rot_mod = limit_mod = 1;
1637 float regen_health = autocvar_g_balance_health_regen;
1638 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1639 float regen_health_rot = autocvar_g_balance_health_rot;
1640 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1641 float regen_health_stable = autocvar_g_balance_health_regenstable;
1642 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1643 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1644 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1645 max_mod = M_ARGV(1, float);
1646 regen_mod = M_ARGV(2, float);
1647 rot_mod = M_ARGV(3, float);
1648 limit_mod = M_ARGV(4, float);
1649 regen_health = M_ARGV(5, float);
1650 regen_health_linear = M_ARGV(6, float);
1651 regen_health_rot = M_ARGV(7, float);
1652 regen_health_rotlinear = M_ARGV(8, float);
1653 regen_health_stable = M_ARGV(9, float);
1654 regen_health_rotstable = M_ARGV(10, float);
1656 if(!mutator_returnvalue)
1657 if(!STAT(FROZEN, this))
1659 float maxa = autocvar_g_balance_armor_rotstable;
1660 float mina = autocvar_g_balance_armor_regenstable;
1662 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1663 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1664 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1666 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1667 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1668 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1671 // if player rotted to death... die!
1672 // check this outside above checks, as player may still be able to rot to death
1673 if(GetResource(this, RES_HEALTH) < 1)
1676 vehicles_exit(this.vehicle, VHEF_RELEASE);
1677 if(this.event_damage)
1678 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1681 if (!(this.items & IT_UNLIMITED_AMMO))
1683 float maxf = autocvar_g_balance_fuel_rotstable;
1684 float minf = autocvar_g_balance_fuel_regenstable;
1686 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1687 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1688 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1693 void SetZoomState(entity this, float newzoom)
1695 if(newzoom != CS(this).zoomstate)
1697 CS(this).zoomstate = newzoom;
1698 ClientData_Touch(this);
1700 zoomstate_set = true;
1703 void GetPressedKeys(entity this)
1705 MUTATOR_CALLHOOK(GetPressedKeys, this);
1706 int keys = STAT(PRESSED_KEYS, this);
1707 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1708 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1709 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1710 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1712 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1713 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
1714 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1715 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1716 CS(this).pressedkeys = keys; // store for other users
1718 STAT(PRESSED_KEYS, this) = keys;
1722 ======================
1723 spectate mode routines
1724 ======================
1727 void SpectateCopy(entity this, entity spectatee)
1729 TC(Client, this); TC(Client, spectatee);
1731 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1732 PS(this) = PS(spectatee);
1733 this.armortype = spectatee.armortype;
1734 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1735 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1736 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1737 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1738 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1739 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1740 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1741 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1742 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1743 CS(this).impulse = 0;
1744 this.disableclientprediction = 1; // no need to run prediction on a spectator
1745 this.items = spectatee.items;
1746 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1747 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1748 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1749 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1750 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1751 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1752 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1753 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1754 this.punchangle = spectatee.punchangle;
1755 this.view_ofs = spectatee.view_ofs;
1756 this.velocity = spectatee.velocity;
1757 this.dmg_take = spectatee.dmg_take;
1758 this.dmg_save = spectatee.dmg_save;
1759 this.dmg_inflictor = spectatee.dmg_inflictor;
1760 this.v_angle = spectatee.v_angle;
1761 this.angles = spectatee.v_angle;
1762 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1763 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1764 this.viewloc = spectatee.viewloc;
1765 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1766 this.fixangle = true;
1767 setorigin(this, spectatee.origin);
1768 setsize(this, spectatee.mins, spectatee.maxs);
1769 SetZoomState(this, CS(spectatee).zoomstate);
1771 anticheat_spectatecopy(this, spectatee);
1772 STAT(HUD, this) = STAT(HUD, spectatee);
1773 if(spectatee.vehicle)
1775 this.angles = spectatee.v_angle;
1777 //this.fixangle = false;
1778 //this.velocity = spectatee.vehicle.velocity;
1779 this.vehicle_health = spectatee.vehicle_health;
1780 this.vehicle_shield = spectatee.vehicle_shield;
1781 this.vehicle_energy = spectatee.vehicle_energy;
1782 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1783 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1784 this.vehicle_reload1 = spectatee.vehicle_reload1;
1785 this.vehicle_reload2 = spectatee.vehicle_reload2;
1787 //msg_entity = this;
1789 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1790 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1791 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1792 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1794 //WriteByte (MSG_ONE, SVC_SETVIEW);
1795 // WriteEntity(MSG_ONE, this);
1796 //makevectors(spectatee.v_angle);
1797 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1801 bool SpectateUpdate(entity this)
1806 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1808 SetSpectatee(this, NULL);
1812 SpectateCopy(this, this.enemy);
1817 bool SpectateSet(entity this)
1819 if(!IS_PLAYER(this.enemy))
1822 ClientData_Touch(this.enemy);
1825 WriteByte(MSG_ONE, SVC_SETVIEW);
1826 WriteEntity(MSG_ONE, this.enemy);
1827 set_movetype(this, MOVETYPE_NONE);
1828 accuracy_resend(this);
1830 if(!SpectateUpdate(this))
1831 PutObserverInServer(this);
1836 void SetSpectatee_status(entity this, int spectatee_num)
1838 int oldspectatee_status = CS(this).spectatee_status;
1839 CS(this).spectatee_status = spectatee_num;
1841 if (CS(this).spectatee_status != oldspectatee_status)
1843 if (STAT(PRESSED_KEYS, this))
1845 CS(this).pressedkeys = 0;
1846 STAT(PRESSED_KEYS, this) = 0;
1848 ClientData_Touch(this);
1849 if (g_race || g_cts) race_InitSpectator();
1853 void SetSpectatee(entity this, entity spectatee)
1855 if(IS_BOT_CLIENT(this))
1856 return; // bots abuse .enemy, this code is useless to them
1858 entity old_spectatee = this.enemy;
1860 this.enemy = spectatee;
1863 // these are required to fix the spectator bug with arc
1866 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1868 .entity weaponentity = weaponentities[slot];
1869 if(old_spectatee.(weaponentity).arc_beam)
1870 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1875 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1877 .entity weaponentity = weaponentities[slot];
1878 if(this.enemy.(weaponentity).arc_beam)
1879 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1884 SetSpectatee_status(this, etof(this.enemy));
1886 // needed to update spectator list
1887 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1890 bool Spectate(entity this, entity pl)
1892 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1894 pl = M_ARGV(1, entity);
1896 SetSpectatee(this, pl);
1897 return SpectateSet(this);
1900 bool SpectateNext(entity this)
1902 entity ent = find(this.enemy, classname, STR_PLAYER);
1904 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1905 ent = M_ARGV(1, entity);
1907 ent = find(ent, classname, STR_PLAYER);
1909 if(ent) { SetSpectatee(this, ent); }
1911 return SpectateSet(this);
1914 bool SpectatePrev(entity this)
1916 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1917 entity ent = findchain(classname, STR_PLAYER);
1918 if (!ent) // no player
1922 // skip players until current spectated player
1924 while(ent && ent != this.enemy)
1927 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1929 case MUT_SPECPREV_FOUND:
1930 ent = M_ARGV(1, entity);
1932 case MUT_SPECPREV_RETURN:
1934 case MUT_SPECPREV_CONTINUE:
1945 SetSpectatee(this, ent);
1946 return SpectateSet(this);
1951 ShowRespawnCountdown()
1953 Update a respawn countdown display.
1956 void ShowRespawnCountdown(entity this)
1959 if(!IS_DEAD(this)) // just respawned?
1963 number = ceil(this.respawn_time - time);
1966 if(number <= this.respawn_countdown)
1968 this.respawn_countdown = number - 1;
1969 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
1970 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
1975 .bool team_selected;
1976 bool ShowTeamSelection(entity this)
1978 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
1980 stuffcmd(this, "menu_showteamselect\n");
1983 void Join(entity this)
1985 TRANSMUTE(Player, this);
1987 if(!this.team_selected)
1988 if(autocvar_g_campaign || autocvar_g_balance_teams)
1989 TeamBalance_JoinBestTeam(this);
1991 if(autocvar_g_campaign)
1992 campaign_bots_may_start = true;
1994 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
1996 PutClientInServer(this);
1999 if(teamplay && this.team != -1)
2003 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2004 this.team_selected = false;
2007 int GetPlayerLimit()
2010 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)
2011 int player_limit = autocvar_g_maxplayers;
2012 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2013 player_limit = M_ARGV(0, int);
2014 return player_limit;
2018 * Determines whether the player is allowed to join. This depends on cvar
2019 * g_maxplayers, if it isn't used this function always return true, otherwise
2020 * it checks whether the number of currently playing players exceeds g_maxplayers.
2021 * @return int number of free slots for players, 0 if none
2023 int nJoinAllowed(entity this, entity ignore)
2026 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2027 // so report 0 free slots if restricted
2029 if(autocvar_g_forced_team_otherwise == "spectate")
2031 if(autocvar_g_forced_team_otherwise == "spectator")
2035 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2036 return 0; // forced spectators can never join
2038 // TODO simplify this
2039 int totalClients = 0;
2040 int currentlyPlaying = 0;
2041 FOREACH_CLIENT(true, {
2044 if(IS_REAL_CLIENT(it))
2045 if(IS_PLAYER(it) || it.caplayer)
2049 int player_limit = GetPlayerLimit();
2053 free_slots = maxclients - totalClients;
2054 else if(player_limit > 0 && currentlyPlaying < player_limit)
2055 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2057 static float msg_time = 0;
2058 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2060 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2061 msg_time = time + 0.5;
2068 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2069 * g_maxplayers_spectator_blocktime seconds
2071 void checkSpectatorBlock(entity this)
2073 if(IS_SPEC(this) || IS_OBSERVER(this))
2075 if(IS_REAL_CLIENT(this))
2077 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2078 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2084 void PrintWelcomeMessage(entity this)
2086 if(CS(this).motd_actived_time == 0)
2088 if (autocvar_g_campaign) {
2089 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2090 CS(this).motd_actived_time = time;
2091 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2094 if (PHYS_INPUT_BUTTON_INFO(this)) {
2095 CS(this).motd_actived_time = time;
2096 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2100 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2102 if (autocvar_g_campaign) {
2103 if (PHYS_INPUT_BUTTON_INFO(this))
2104 CS(this).motd_actived_time = time;
2105 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2106 CS(this).motd_actived_time = 0;
2107 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2110 if (PHYS_INPUT_BUTTON_INFO(this))
2111 CS(this).motd_actived_time = time;
2112 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2113 CS(this).motd_actived_time = 0;
2114 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2118 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2120 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2121 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2122 else if (CS(this).motd_actived_time == -2)
2124 // instantly hide MOTD
2125 CS(this).motd_actived_time = 0;
2126 if (autocvar_g_campaign)
2127 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2129 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2131 else if (IS_PLAYER(this) || IS_SPEC(this))
2133 // FIXME occasionally for some reason MOTD never goes away
2134 // delay MOTD removal a little bit in the hope it fixes this bug
2135 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2136 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2137 else //if (CS(this).motd_actived_time < -2)
2138 CS(this).motd_actived_time++;
2143 bool joinAllowed(entity this)
2145 if (CS(this).version_mismatch) return false;
2146 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2147 if (!nJoinAllowed(this, this)) return false;
2148 if (teamplay && lockteams) return false;
2149 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2150 if (ShowTeamSelection(this)) return false;
2154 .string shootfromfixedorigin;
2155 .bool dualwielding_prev;
2156 bool PlayerThink(entity this)
2158 if (game_stopped || intermission_running) {
2159 this.modelflags &= ~MF_ROCKET;
2160 if(intermission_running)
2161 IntermissionThink(this);
2165 if (timeout_status == TIMEOUT_ACTIVE) {
2166 // don't allow the player to turn around while game is paused
2167 // FIXME turn this into CSQC stuff
2168 this.v_angle = this.lastV_angle;
2169 this.angles = this.lastV_angle;
2170 this.fixangle = true;
2173 if (frametime) player_powerups(this);
2175 if (IS_DEAD(this)) {
2176 if (this.personal && g_race_qualifying) {
2177 if (time > this.respawn_time) {
2178 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2180 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2183 if (frametime) player_anim(this);
2185 if (this.respawn_flags & RESPAWN_DENY)
2187 STAT(RESPAWN_TIME, this) = 0;
2191 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));
2193 switch(this.deadflag)
2197 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2198 this.deadflag = DEAD_RESPAWNING;
2199 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2200 this.deadflag = DEAD_DEAD;
2206 this.deadflag = DEAD_RESPAWNABLE;
2207 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2208 this.deadflag = DEAD_RESPAWNING;
2211 case DEAD_RESPAWNABLE:
2213 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2214 this.deadflag = DEAD_RESPAWNING;
2217 case DEAD_RESPAWNING:
2219 if (time > this.respawn_time)
2221 this.respawn_time = time + 1; // only retry once a second
2222 this.respawn_time_max = this.respawn_time;
2229 ShowRespawnCountdown(this);
2231 if (this.respawn_flags & RESPAWN_SILENT)
2232 STAT(RESPAWN_TIME, this) = 0;
2233 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2235 if (time < this.respawn_time)
2236 STAT(RESPAWN_TIME, this) = this.respawn_time;
2237 else if (this.deadflag != DEAD_RESPAWNING)
2238 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2241 STAT(RESPAWN_TIME, this) = this.respawn_time;
2244 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2245 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2246 STAT(RESPAWN_TIME, this) *= -1;
2251 FixPlayermodel(this);
2253 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2254 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2255 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2258 // reset gun alignment when dual wielding status changes
2259 // to ensure guns are always aligned right and left
2260 bool dualwielding = W_DualWielding(this);
2261 if(this.dualwielding_prev != dualwielding)
2263 W_ResetGunAlign(this, CS_CVAR(this).cvar_cl_gunalign);
2264 this.dualwielding_prev = dualwielding;
2267 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2270 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2272 .entity weaponentity = weaponentities[slot];
2273 if(WEP_CVAR(vortex, charge_always))
2274 W_Vortex_Charge(this, weaponentity, frametime);
2275 W_WeaponFrame(this, weaponentity);
2281 // WEAPONTODO: Add a weapon request for this
2282 // rot vortex charge to the charge limit
2283 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2285 .entity weaponentity = weaponentities[slot];
2286 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2287 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2292 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2295 monsters_setstatus(this);
2300 .bool would_spectate;
2301 void ObserverOrSpectatorThink(entity this)
2303 bool is_spec = IS_SPEC(this);
2304 if ( CS(this).impulse )
2306 int r = MinigameImpulse(this, CS(this).impulse);
2308 CS(this).impulse = 0;
2310 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2312 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2313 CS(this).impulse = 0;
2318 if (this.flags & FL_JUMPRELEASED) {
2319 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2320 this.flags &= ~FL_JUMPRELEASED;
2321 this.flags |= FL_SPAWNING;
2322 } 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)))
2323 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2324 this.flags &= ~FL_JUMPRELEASED;
2325 if(SpectateNext(this)) {
2326 TRANSMUTE(Spectator, this);
2327 } else if (is_spec) {
2328 TRANSMUTE(Observer, this);
2329 PutClientInServer(this);
2332 CS(this).impulse = 0;
2333 } else if (is_spec) {
2334 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2335 this.flags &= ~FL_JUMPRELEASED;
2336 if(SpectatePrev(this)) {
2337 TRANSMUTE(Spectator, this);
2339 TRANSMUTE(Observer, this);
2340 PutClientInServer(this);
2342 CS(this).impulse = 0;
2343 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2344 this.would_spectate = false;
2345 this.flags &= ~FL_JUMPRELEASED;
2346 TRANSMUTE(Observer, this);
2347 PutClientInServer(this);
2348 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2349 PutObserverInServer(this);
2350 this.would_spectate = true;
2354 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS_CVAR(this).cvar_cl_clippedspectating : !CS_CVAR(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2355 set_movetype(this, preferred_movetype);
2358 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2359 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2360 this.flags |= FL_JUMPRELEASED;
2361 if(this.flags & FL_SPAWNING)
2363 this.flags &= ~FL_SPAWNING;
2364 if(joinAllowed(this))
2366 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2367 CS(this).autojoin_checked = -1;
2371 if(is_spec && !SpectateUpdate(this))
2372 PutObserverInServer(this);
2375 this.flags |= FL_CLIENT | FL_NOTARGET;
2378 void PlayerUseKey(entity this)
2380 if (!IS_PLAYER(this))
2387 vehicles_exit(this.vehicle, VHEF_NORMAL);
2391 else if(autocvar_g_vehicles_enter)
2393 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2395 entity head, closest_target = NULL;
2396 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2398 while(head) // find the closest acceptable target to enter
2400 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2401 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2405 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2406 { closest_target = head; }
2408 else { closest_target = head; }
2414 if(closest_target) { vehicles_enter(this, closest_target); return; }
2418 // a use key was pressed; call handlers
2419 MUTATOR_CALLHOOK(PlayerUseKey, this);
2427 Called every frame for each client before the physics are run
2430 .float last_vehiclecheck;
2431 void PlayerPreThink (entity this)
2433 STAT(GUNALIGN, this) = CS_CVAR(this).cvar_cl_gunalign; // TODO
2434 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS_CVAR(this).cvar_cl_movement_track_canjump;
2436 WarpZone_PlayerPhysics_FixVAngle(this);
2439 // physics frames: update anticheat stuff
2440 anticheat_prethink(this);
2443 if (blockSpectators && frametime) {
2444 // WORKAROUND: only use dropclient in server frames (frametime set).
2445 // Never use it in cl_movement frames (frametime zero).
2446 checkSpectatorBlock(this);
2449 zoomstate_set = false;
2451 // Check for nameless players
2452 if (this.netname == "" || this.netname != CS(this).netname_previous)
2454 bool assume_unchanged = (CS(this).netname_previous == "");
2455 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2457 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2458 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2459 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2460 assume_unchanged = false;
2461 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2463 if (isInvisibleString(this.netname))
2465 this.netname = strzone(sprintf("Player#%d", this.playerid));
2466 sprint(this, "Warning: invisible names are not allowed.\n");
2467 assume_unchanged = false;
2468 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2470 if (!assume_unchanged && autocvar_sv_eventlog)
2471 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this.netname, this.team, false)));
2472 strcpy(CS(this).netname_previous, this.netname);
2476 if (CS(this).version_nagtime && CS_CVAR(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2477 CS(this).version_nagtime = 0;
2478 if (strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS_CVAR(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2480 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2482 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2484 int r = vercmp(CS_CVAR(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2485 if (r < 0) { // old client
2486 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2487 } else if (r > 0) { // old server
2488 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS_CVAR(this).cvar_g_xonoticversion);
2494 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2496 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2497 this.max_armorvalue = 0;
2500 if (frametime && IS_PLAYER(this))
2502 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2504 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2505 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2507 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2509 if (STAT(REVIVE_PROGRESS, this) >= 1)
2510 Unfreeze(this, false);
2512 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2514 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2515 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2517 if (GetResource(this, RES_HEALTH) < 1)
2520 vehicles_exit(this.vehicle, VHEF_RELEASE);
2521 if(this.event_damage)
2522 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2524 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2525 Unfreeze(this, false);
2529 MUTATOR_CALLHOOK(PlayerPreThink, this);
2531 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2532 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2534 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2538 if(!it.team || SAME_TEAM(this, it))
2539 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2540 else if(autocvar_g_vehicles_steal)
2541 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2543 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2545 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2549 this.last_vehiclecheck = time + 1;
2552 if(!CS_CVAR(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2554 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2556 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2559 if (IS_REAL_CLIENT(this))
2560 PrintWelcomeMessage(this);
2562 if (IS_PLAYER(this)) {
2563 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2564 error("Client can't be spawned as player on connection!");
2565 if(!PlayerThink(this))
2568 else if (game_stopped || intermission_running) {
2569 if(intermission_running)
2570 IntermissionThink(this);
2573 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2575 bool early_join_requested = (CS(this).autojoin_checked < 0);
2576 CS(this).autojoin_checked = 1;
2577 // don't do this in ClientConnect
2578 // many things can go wrong if a client is spawned as player on connection
2579 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2580 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2581 && (!teamplay || autocvar_g_balance_teams)))
2583 campaign_bots_may_start = true;
2584 if(joinAllowed(this))
2589 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2590 ObserverOrSpectatorThink(this);
2593 // WEAPONTODO: Add weapon request for this
2594 if (!zoomstate_set) {
2595 bool wep_zoomed = false;
2596 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2598 .entity weaponentity = weaponentities[slot];
2599 Weapon thiswep = this.(weaponentity).m_weapon;
2600 if(thiswep != WEP_Null && thiswep.wr_zoom)
2601 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2603 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2606 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2608 CS(this).teamkill_soundtime = 0;
2610 entity e = CS(this).teamkill_soundsource;
2611 entity oldpusher = e.pusher;
2613 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2614 e.pusher = oldpusher;
2617 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2618 CS(this).taunt_soundtime = 0;
2619 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2622 target_voicescript_next(this);
2624 // WEAPONTODO: Move into weaponsystem somehow
2625 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2626 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2628 .entity weaponentity = weaponentities[slot];
2629 if(this.(weaponentity).m_weapon == WEP_Null)
2630 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2634 void DrownPlayer(entity this)
2636 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2637 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2639 STAT(AIR_FINISHED, this) = 0;
2643 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2645 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2646 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2647 STAT(AIR_FINISHED, this) = 0;
2651 if (!STAT(AIR_FINISHED, this))
2652 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2653 if (STAT(AIR_FINISHED, this) < time)
2655 if (this.pain_finished < time)
2657 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');
2658 this.pain_finished = time + 0.5;
2664 .bool move_qcphysics;
2666 void Player_Physics(entity this)
2668 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2670 if(!this.move_qcphysics)
2673 if(!frametime && !CS(this).pm_frametime)
2676 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2678 CS(this).pm_frametime = 0;
2685 Called every frame for each client after the physics are run
2688 void PlayerPostThink (entity this)
2690 Player_Physics(this);
2692 if (autocvar_sv_maxidle > 0)
2693 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2694 if (IS_REAL_CLIENT(this))
2695 if (IS_PLAYER(this) || autocvar_sv_maxidle_spectatorsareidle)
2697 int totalClients = 0;
2698 if(autocvar_sv_maxidle_slots > 0)
2700 FOREACH_CLIENT(IS_REAL_CLIENT(it) || autocvar_sv_maxidle_slots_countbots,
2706 if (autocvar_sv_maxidle_slots > 0 && (maxclients - totalClients) > autocvar_sv_maxidle_slots)
2707 { /* do nothing */ }
2708 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2710 if (CS(this).idlekick_lasttimeleft)
2712 CS(this).idlekick_lasttimeleft = 0;
2713 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2718 float timeleft = ceil(autocvar_sv_maxidle - (time - CS(this).parm_idlesince));
2719 if (timeleft == min(10, autocvar_sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2720 if (!CS(this).idlekick_lasttimeleft)
2721 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2723 if (timeleft <= 0) {
2724 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2728 else if (timeleft <= 10) {
2729 if (timeleft != CS(this).idlekick_lasttimeleft)
2730 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2731 CS(this).idlekick_lasttimeleft = timeleft;
2740 this.solid = SOLID_NOT;
2741 this.takedamage = DAMAGE_NO;
2742 set_movetype(this, MOVETYPE_NONE);
2743 CS(this).teamkill_complain = 0;
2744 CS(this).teamkill_soundtime = 0;
2745 CS(this).teamkill_soundsource = NULL;
2748 if (IS_PLAYER(this)) {
2749 if(this.death_time == time && IS_DEAD(this))
2751 // player's bbox gets resized now, instead of in the damage event that killed the player,
2752 // once all the damage events of this frame have been processed with normal size
2754 setsize(this, this.mins, this.maxs);
2757 UpdateChatBubble(this);
2758 if (CS(this).impulse) ImpulseCommands(this);
2761 CSQCMODEL_AUTOUPDATE(this);
2764 GetPressedKeys(this);
2766 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2768 CS(this).pressedkeys = 0;
2769 STAT(PRESSED_KEYS, this) = 0;
2772 if (this.waypointsprite_attachedforcarrier) {
2773 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2774 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2777 CSQCMODEL_AUTOUPDATE(this);
2780 // hack to copy the button fields from the client entity to the Client State
2781 void PM_UpdateButtons(entity this, entity store)
2784 store.impulse = this.impulse;
2787 bool typing = this.buttonchat || this.button12;
2789 store.button0 = (typing) ? 0 : this.button0;
2791 store.button2 = (typing) ? 0 : this.button2;
2792 store.button3 = (typing) ? 0 : this.button3;
2793 store.button4 = this.button4;
2794 store.button5 = (typing) ? 0 : this.button5;
2795 store.button6 = this.button6;
2796 store.button7 = this.button7;
2797 store.button8 = this.button8;
2798 store.button9 = this.button9;
2799 store.button10 = this.button10;
2800 store.button11 = this.button11;
2801 store.button12 = this.button12;
2802 store.button13 = this.button13;
2803 store.button14 = this.button14;
2804 store.button15 = this.button15;
2805 store.button16 = this.button16;
2806 store.buttonuse = this.buttonuse;
2807 store.buttonchat = this.buttonchat;
2809 store.cursor_active = this.cursor_active;
2810 store.cursor_screen = this.cursor_screen;
2811 store.cursor_trace_start = this.cursor_trace_start;
2812 store.cursor_trace_endpos = this.cursor_trace_endpos;
2813 store.cursor_trace_ent = this.cursor_trace_ent;
2815 store.ping = this.ping;
2816 store.ping_packetloss = this.ping_packetloss;
2817 store.ping_movementloss = this.ping_movementloss;
2819 store.v_angle = this.v_angle;
2820 store.movement = this.movement;
2823 NET_HANDLE(fpsreport, bool)
2825 int fps = ReadShort();
2826 PlayerScore_Set(sender, SP_FPS, fps);