3 #include <common/weapons/_all.qh>
4 #include <common/stats.qh>
5 #include <server/miscfunctions.qh>
6 #include <common/effects/all.qh>
7 #include "anticheat.qh"
11 #include "miscfunctions.qh"
13 #include "teamplay.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
20 #include "command/vote.qh"
21 #include "clientkill.qh"
24 #include <server/gamelog.qh>
26 #include <server/main.qh>
28 #include "campaign.qh"
29 #include "command/common.qh"
30 #include "scores_rules.qh"
31 #include "weapons/common.qh"
35 #include "../common/ent_cs.qh"
36 #include "../common/wepent.qh"
37 #include <common/state.qh>
39 #include "compat/quake3.qh"
41 #include <common/effects/qc/globalsound.qh>
43 #include "../common/mapobjects/func/conveyor.qh"
44 #include <common/mapobjects/func/ladder.qh>
45 #include "../common/mapobjects/teleporters.qh"
46 #include "../common/mapobjects/target/spawnpoint.qh"
47 #include <common/mapobjects/trigger/counter.qh>
48 #include <common/mapobjects/trigger/swamp.qh>
50 #include "../common/vehicles/all.qh"
52 #include "weapons/hitplot.qh"
53 #include "weapons/selection.qh"
54 #include "weapons/weaponsystem.qh"
56 #include "../common/net_notice.qh"
57 #include "../common/net_linked.qh"
58 #include "../common/physics/player.qh"
60 #include <common/vehicles/sv_vehicles.qh>
62 #include "../common/items/_mod.qh"
64 #include <common/gamemodes/gamemode/nexball/sv_nexball.qh>
66 #include "../common/mutators/mutator/waypoints/all.qh"
67 #include "../common/mutators/mutator/instagib/sv_instagib.qh"
68 #include <common/gamemodes/_mod.qh>
70 #include "../common/mapobjects/subs.qh"
71 #include "../common/mapobjects/triggers.qh"
72 #include "../common/mapobjects/trigger/secret.qh"
74 #include "../common/minigames/sv_minigames.qh"
76 #include "../common/items/inventory.qh"
78 #include "../common/monsters/sv_monsters.qh"
80 #include "../lib/warpzone/server.qh"
82 #include <common/mutators/mutator/overkill/oknex.qh>
84 #include <common/weapons/weapon/vortex.qh>
86 #define CHAT_NOSPECTATORS() ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
88 STATIC_METHOD(Client, Add, void(Client this, int _team))
91 TRANSMUTE(Player, this);
94 PutClientInServer(this);
97 STATIC_METHOD(Client, Remove, void(Client this))
99 TRANSMUTE(Observer, this);
100 PutClientInServer(this);
101 ClientDisconnect(this);
104 void send_CSQC_teamnagger() {
105 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
108 int CountSpectators(entity player, entity to)
110 if(!player) { return 0; } // not sure how, but best to be safe
114 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
122 void WriteSpectators(entity player, entity to)
124 if(!player) { return; } // not sure how, but best to be safe
127 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
129 if(spec_count >= MAX_SPECTATORS)
131 WriteByte(MSG_ENTITY, num_for_edict(it));
136 bool ClientData_Send(entity this, entity to, int sf)
138 assert(to == this.owner, return false);
141 if (IS_SPEC(e)) e = e.enemy;
144 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
145 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
146 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
147 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
149 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
150 WriteByte(MSG_ENTITY, sf);
153 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
157 float specs = CountSpectators(e, to);
158 WriteByte(MSG_ENTITY, specs);
159 WriteSpectators(e, to);
165 void ClientData_Attach(entity this)
167 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
168 CS(this).clientdata.drawonlytoclient = this;
169 CS(this).clientdata.owner = this;
172 void ClientData_Detach(entity this)
174 delete(CS(this).clientdata);
175 CS(this).clientdata = NULL;
178 void ClientData_Touch(entity e)
180 entity cd = CS(e).clientdata;
181 if (cd) { cd.SendFlags = 1; }
183 // make it spectatable
184 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e,
186 entity cd = CS(it).clientdata;
187 if (cd) { cd.SendFlags = 1; }
196 Checks if the argument string can be a valid playermodel.
197 Returns a valid one in doubt.
200 string FallbackPlayerModel;
201 string CheckPlayerModel(string plyermodel) {
202 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
204 // note: we cannot summon Don Strunzone here, some player may
205 // still have the model string set. In case anyone manages how
206 // to change a cvar default, we'll have a small leak here.
207 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
209 // only in right path
210 if( substring(plyermodel,0,14) != "models/player/")
211 return FallbackPlayerModel;
212 // only good file extensions
213 if(substring(plyermodel,-4,4) != ".zym")
214 if(substring(plyermodel,-4,4) != ".dpm")
215 if(substring(plyermodel,-4,4) != ".iqm")
216 if(substring(plyermodel,-4,4) != ".md3")
217 if(substring(plyermodel,-4,4) != ".psk")
218 return FallbackPlayerModel;
219 // forbid the LOD models
220 if(substring(plyermodel, -9,5) == "_lod1")
221 return FallbackPlayerModel;
222 if(substring(plyermodel, -9,5) == "_lod2")
223 return FallbackPlayerModel;
224 if(plyermodel != strtolower(plyermodel))
225 return FallbackPlayerModel;
226 // also, restrict to server models
227 if(autocvar_sv_servermodelsonly)
229 if(!fexists(plyermodel))
230 return FallbackPlayerModel;
235 void setplayermodel(entity e, string modelname)
237 precache_model(modelname);
238 _setmodel(e, modelname);
239 player_setupanimsformodel(e);
240 if(!autocvar_g_debug_globalsounds)
241 UpdatePlayerSounds(e);
244 /** putting a client as observer in the server */
245 void PutObserverInServer(entity this)
247 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
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); }
267 entity spot = SelectSpawnPoint(this, true);
268 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
269 this.angles = vec2(spot.angles);
270 this.fixangle = true;
271 // offset it so that the spectator spawns higher off the ground, looks better this way
272 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
273 if (IS_REAL_CLIENT(this))
276 WriteByte(MSG_ONE, SVC_SETVIEW);
277 WriteEntity(MSG_ONE, this);
279 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
280 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
281 if(!autocvar_g_debug_globalsounds)
283 // needed for player sounds
285 FixPlayermodel(this);
287 setmodel(this, MDL_Null);
288 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
289 this.view_ofs = '0 0 0';
292 RemoveGrapplingHooks(this);
293 Portal_ClearAll(this);
294 Unfreeze(this, false);
295 SetSpectatee(this, NULL);
300 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
304 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
306 WaypointSprite_PlayerDead(this);
308 if (CS(this).killcount != FRAGS_SPECTATOR && !game_stopped && CHAT_NOSPECTATORS())
309 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
311 accuracy_resend(this);
313 CS(this).spectatortime = time;
315 IL_REMOVE(g_bot_targets, this);
316 this.bot_attack = false;
317 if(this.monster_attack)
318 IL_REMOVE(g_monster_targets, this);
319 this.monster_attack = false;
320 STAT(HUD, this) = HUD_NORMAL;
321 TRANSMUTE(Observer, this);
322 this.iscreature = false;
323 this.teleportable = TELEPORT_SIMPLE;
324 if(this.damagedbycontents)
325 IL_REMOVE(g_damagedbycontents, this);
326 this.damagedbycontents = false;
327 SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
328 SetSpectatee_status(this, etof(this));
329 this.takedamage = DAMAGE_NO;
330 this.solid = SOLID_NOT;
331 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
332 this.flags = FL_CLIENT | FL_NOTARGET;
334 SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
335 this.pauserotarmor_finished = 0;
336 this.pauserothealth_finished = 0;
337 this.pauseregen_finished = 0;
338 this.damageforcescale = 0;
340 this.respawn_flags = 0;
341 this.respawn_time = 0;
342 STAT(RESPAWN_TIME, this) = 0;
346 this.pain_finished = 0;
347 STAT(STRENGTH_FINISHED, this) = 0;
348 STAT(INVINCIBLE_FINISHED, this) = 0;
349 STAT(SUPERWEAPONS_FINISHED, this) = 0;
350 STAT(AIR_FINISHED, this) = 0;
351 //this.dphitcontentsmask = 0;
352 this.dphitcontentsmask = DPCONTENTS_SOLID;
353 if (autocvar_g_playerclip_collisions)
354 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
357 setthink(this, func_null);
359 this.deadflag = DEAD_NO;
361 STAT(REVIVE_PROGRESS, this) = 0;
362 this.revival_time = 0;
363 this.draggable = drag_undraggable;
366 STAT(WEAPONS, this) = '0 0 0';
367 this.drawonlytoclient = this;
371 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
373 this.weaponmodel = "";
374 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
376 this.weaponentities[slot] = NULL;
378 this.exteriorweaponentity = NULL;
379 CS(this).killcount = FRAGS_SPECTATOR;
380 this.velocity = '0 0 0';
381 this.avelocity = '0 0 0';
382 this.punchangle = '0 0 0';
383 this.punchvector = '0 0 0';
384 this.oldvelocity = this.velocity;
385 this.fire_endtime = -1;
386 this.event_damage = func_null;
387 this.event_heal = func_null;
389 for(int slot = 0; slot < MAX_AXH; ++slot)
391 entity axh = this.(AuxiliaryXhair[slot]);
392 this.(AuxiliaryXhair[slot]) = NULL;
394 if(axh.owner == this && axh != NULL && !wasfreed(axh))
398 if (mutator_returnvalue)
400 // mutator prevents resetting teams+score
404 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
405 this.frags = FRAGS_SPECTATOR;
407 if (CS(this).just_joined)
408 CS(this).just_joined = false;
411 int player_getspecies(entity this)
413 get_model_parameters(this.model, this.skin);
414 int s = get_model_parameters_species;
415 get_model_parameters(string_null, 0);
416 if (s < 0) return SPECIES_HUMAN;
420 .float model_randomizer;
421 void FixPlayermodel(entity player)
423 string defaultmodel = "";
425 if(autocvar_sv_defaultcharacter)
431 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
432 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
433 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
434 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
438 if(defaultmodel == "")
440 defaultmodel = autocvar_sv_defaultplayermodel;
441 defaultskin = autocvar_sv_defaultplayerskin;
444 int n = tokenize_console(defaultmodel);
447 defaultmodel = argv(floor(n * CS(player).model_randomizer));
448 // However, do NOT randomize if the player-selected model is in the list.
449 for (int i = 0; i < n; ++i)
450 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
451 defaultmodel = argv(i);
454 int i = strstrofs(defaultmodel, ":", 0);
457 defaultskin = stof(substring(defaultmodel, i+1, -1));
458 defaultmodel = substring(defaultmodel, 0, i);
461 if(autocvar_sv_defaultcharacterskin && !defaultskin)
467 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
468 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
469 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
470 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
475 defaultskin = autocvar_sv_defaultplayerskin;
478 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
479 defaultmodel = M_ARGV(0, string);
480 defaultskin = M_ARGV(1, int);
484 if(defaultmodel != "")
486 if (defaultmodel != player.model)
488 vector m1 = player.mins;
489 vector m2 = player.maxs;
490 setplayermodel (player, defaultmodel);
491 setsize (player, m1, m2);
495 oldskin = player.skin;
496 player.skin = defaultskin;
498 if (player.playermodel != player.model || player.playermodel == "")
500 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
501 vector m1 = player.mins;
502 vector m2 = player.maxs;
503 setplayermodel (player, player.playermodel);
504 setsize (player, m1, m2);
508 if(!autocvar_sv_defaultcharacterskin)
510 oldskin = player.skin;
511 player.skin = stof(player.playerskin);
515 oldskin = player.skin;
516 player.skin = defaultskin;
520 if(chmdl || oldskin != player.skin) // model or skin has changed
522 player.species = player_getspecies(player); // update species
523 if(!autocvar_g_debug_globalsounds)
524 UpdatePlayerSounds(player); // update skin sounds
528 if(strlen(autocvar_sv_defaultplayercolors))
529 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
530 setcolor(player, stof(autocvar_sv_defaultplayercolors));
533 void PutPlayerInServer(entity this)
535 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
537 PlayerState_attach(this);
538 accuracy_resend(this);
541 TeamBalance_JoinBestTeam(this);
543 entity spot = SelectSpawnPoint(this, false);
545 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
546 return; // spawn failed
549 TRANSMUTE(Player, this);
551 CS(this).wasplayer = true;
552 this.iscreature = true;
553 this.teleportable = TELEPORT_NORMAL;
554 if(!this.damagedbycontents)
555 IL_PUSH(g_damagedbycontents, this);
556 this.damagedbycontents = true;
557 set_movetype(this, MOVETYPE_WALK);
558 this.solid = SOLID_SLIDEBOX;
559 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
560 if (autocvar_g_playerclip_collisions)
561 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
562 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
563 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
564 this.frags = FRAGS_PLAYER;
565 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
566 this.flags = FL_CLIENT | FL_PICKUPITEMS;
567 if (autocvar__notarget)
568 this.flags |= FL_NOTARGET;
569 this.takedamage = DAMAGE_AIM;
570 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
573 SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
574 SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
575 SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
576 SetResource(this, RES_CELLS, warmup_start_ammo_cells);
577 SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
578 SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
579 SetResource(this, RES_HEALTH, warmup_start_health);
580 SetResource(this, RES_ARMOR, warmup_start_armorvalue);
581 STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
583 SetResource(this, RES_SHELLS, start_ammo_shells);
584 SetResource(this, RES_BULLETS, start_ammo_nails);
585 SetResource(this, RES_ROCKETS, start_ammo_rockets);
586 SetResource(this, RES_CELLS, start_ammo_cells);
587 SetResource(this, RES_PLASMA, start_ammo_plasma);
588 SetResource(this, RES_FUEL, start_ammo_fuel);
589 SetResource(this, RES_HEALTH, start_health);
590 SetResource(this, RES_ARMOR, start_armorvalue);
591 STAT(WEAPONS, this) = start_weapons;
592 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
594 GiveRandomWeapons(this, random_start_weapons_count,
595 autocvar_g_random_start_weapons, random_start_ammo);
598 SetSpectatee_status(this, 0);
600 PS(this).dual_weapons = '0 0 0';
602 STAT(SUPERWEAPONS_FINISHED, this) = (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
604 this.items = start_items;
606 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
607 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
608 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
609 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
610 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
611 if (!sv_ready_restart_after_countdown && time < game_starttime)
613 float f = game_starttime - time;
614 this.spawnshieldtime += f;
615 this.pauserotarmor_finished += f;
616 this.pauserothealth_finished += f;
617 this.pauseregen_finished += f;
620 this.damageforcescale = autocvar_g_player_damageforcescale;
622 this.respawn_flags = 0;
623 this.respawn_time = 0;
624 STAT(RESPAWN_TIME, this) = 0;
625 bool q3dfcompat = autocvar_sv_q3defragcompat && autocvar_sv_q3defragcompat_changehitbox;
626 this.scale = ((q3dfcompat) ? 0.9 : autocvar_sv_player_scale);
628 this.pain_finished = 0;
630 setthink(this, func_null); // players have no think function
633 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
635 this.deadflag = DEAD_NO;
637 this.angles = spot.angles;
638 this.angles_z = 0; // never spawn tilted even if the spot says to
639 if (IS_BOT_CLIENT(this))
641 this.v_angle = this.angles;
644 this.fixangle = true; // turn this way immediately
645 this.oldvelocity = this.velocity = '0 0 0';
646 this.avelocity = '0 0 0';
647 this.punchangle = '0 0 0';
648 this.punchvector = '0 0 0';
650 STAT(STRENGTH_FINISHED, this) = 0;
651 STAT(INVINCIBLE_FINISHED, this) = 0;
652 this.fire_endtime = -1;
653 STAT(REVIVE_PROGRESS, this) = 0;
654 this.revival_time = 0;
656 // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
657 STAT(BUFFS, this) = 0;
658 STAT(BUFF_TIME, this) = 0;
660 STAT(AIR_FINISHED, this) = 0;
661 this.waterlevel = WATERLEVEL_NONE;
662 this.watertype = CONTENT_EMPTY;
664 entity spawnevent = new_pure(spawnevent);
665 spawnevent.owner = this;
666 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
668 // Cut off any still running player sounds.
669 stopsound(this, CH_PLAYER_SINGLE);
672 FixPlayermodel(this);
673 this.drawonlytoclient = NULL;
677 for(int slot = 0; slot < MAX_AXH; ++slot)
679 entity axh = this.(AuxiliaryXhair[slot]);
680 this.(AuxiliaryXhair[slot]) = NULL;
682 if(axh.owner == this && axh != NULL && !wasfreed(axh))
686 this.spawnpoint_targ = NULL;
689 this.view_ofs = STAT(PL_VIEW_OFS, this);
690 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
691 this.spawnorigin = spot.origin;
692 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
693 // don't reset back to last position, even if new position is stuck in solid
694 this.oldorigin = this.origin;
696 IL_REMOVE(g_conveyed, this);
697 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
699 IL_REMOVE(g_swamped, this);
700 this.swampslug = NULL;
701 this.swamp_interval = 0;
702 if(this.ladder_entity)
703 IL_REMOVE(g_ladderents, this);
704 this.ladder_entity = NULL;
705 IL_EACH(g_counters, it.realowner == this,
709 STAT(HUD, this) = HUD_NORMAL;
711 this.event_damage = PlayerDamage;
712 this.event_heal = PlayerHeal;
714 this.draggable = func_null;
717 IL_PUSH(g_bot_targets, this);
718 this.bot_attack = true;
719 if(!this.monster_attack)
720 IL_PUSH(g_monster_targets, this);
721 this.monster_attack = true;
722 navigation_dynamicgoal_init(this, false);
724 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
726 // player was spectator
727 if (CS(this).killcount == FRAGS_SPECTATOR) {
728 PlayerScore_Clear(this);
729 CS(this).killcount = 0;
730 CS(this).startplaytime = time;
733 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
735 .entity weaponentity = weaponentities[slot];
736 CL_SpawnWeaponentity(this, weaponentity);
738 this.alpha = default_player_alpha;
739 this.colormod = '1 1 1' * autocvar_g_player_brightness;
740 this.exteriorweaponentity.alpha = default_weapon_alpha;
742 this.speedrunning = false;
744 this.counter_cnt = 0;
745 this.fragsfilter_cnt = 0;
747 target_voicescript_clear(this);
749 // reset fields the weapons may use
750 FOREACH(Weapons, true, {
751 it.wr_resetplayer(it, this);
752 // reload all reloadable weapons
753 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
754 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
756 .entity weaponentity = weaponentities[slot];
757 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
763 string s = spot.target;
764 if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
765 spot.target = string_null;
766 SUB_UseTargets(spot, this, NULL);
767 if(g_assault || g_race)
771 Unfreeze(this, false);
773 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
775 if (autocvar_spawn_debug)
777 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
778 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
781 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
783 .entity weaponentity = weaponentities[slot];
784 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
785 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
787 this.(weaponentity).m_switchweapon = WEP_Null;
788 this.(weaponentity).m_weapon = WEP_Null;
789 this.(weaponentity).weaponname = "";
790 this.(weaponentity).m_switchingweapon = WEP_Null;
791 this.(weaponentity).cnt = -1;
794 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
796 if (CS(this).impulse) ImpulseCommands(this);
798 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
799 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
801 .entity weaponentity = weaponentities[slot];
802 W_WeaponFrame(this, weaponentity);
805 if (!warmup_stage && !this.alivetime)
806 this.alivetime = time;
808 antilag_clear(this, CS(this));
811 /** Called when a client spawns in the server */
812 void PutClientInServer(entity this)
814 if (IS_BOT_CLIENT(this)) {
815 TRANSMUTE(Player, this);
816 } else if (IS_REAL_CLIENT(this)) {
818 WriteByte(MSG_ONE, SVC_SETVIEW);
819 WriteEntity(MSG_ONE, this);
822 TRANSMUTE(Observer, this);
824 SetSpectatee(this, NULL);
828 PS(this).itemkeys = 0;
830 MUTATOR_CALLHOOK(PutClientInServer, this);
832 if (IS_OBSERVER(this)) {
833 PutObserverInServer(this);
834 } else if (IS_PLAYER(this)) {
835 PutPlayerInServer(this);
839 // TODO do we need all these fields, or should we stop autodetecting runtime
840 // changes and just have a console command to update this?
841 bool ClientInit_SendEntity(entity this, entity to, int sf)
843 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
846 // MSG_INIT replacement
847 // TODO: make easier to use
849 W_PROP_reload(MSG_ONE, to);
850 ClientInit_misc(this);
851 MUTATOR_CALLHOOK(Ent_Init);
853 void ClientInit_misc(entity this)
855 int channel = MSG_ONE;
856 WriteHeader(channel, ENT_CLIENT_INIT);
857 WriteByte(channel, g_nexball_meter_period * 32);
858 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
859 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
860 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
861 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
862 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
863 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
864 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
865 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
867 if(sv_foginterval && world.fog != "")
868 WriteString(channel, world.fog);
870 WriteString(channel, "");
871 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
872 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
873 WriteByte(channel, serverflags);
874 WriteCoord(channel, autocvar_g_trueaim_minrange);
877 void ClientInit_CheckUpdate(entity this)
879 this.nextthink = time;
880 if(this.count != autocvar_g_balance_armor_blockpercent)
882 this.count = autocvar_g_balance_armor_blockpercent;
885 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
887 this.cnt = autocvar_g_balance_damagepush_speedfactor;
892 void ClientInit_Spawn()
894 entity e = new_pure(clientinit);
895 setthink(e, ClientInit_CheckUpdate);
896 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
898 ClientInit_CheckUpdate(e);
908 // initialize parms for a new player
909 parm1 = -(86400 * 366);
911 MUTATOR_CALLHOOK(SetNewParms);
919 void SetChangeParms (entity this)
921 // save parms for level change
922 parm1 = CS(this).parm_idlesince - time;
924 MUTATOR_CALLHOOK(SetChangeParms);
932 void DecodeLevelParms(entity this)
935 CS(this).parm_idlesince = parm1;
936 if (CS(this).parm_idlesince == -(86400 * 366))
937 CS(this).parm_idlesince = time;
939 // whatever happens, allow 60 seconds of idling directly after connect for map loading
940 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
942 MUTATOR_CALLHOOK(DecodeLevelParms);
945 void FixClientCvars(entity e)
947 // send prediction settings to the client
948 stuffcmd(e, "\nin_bindmap 0 0\n");
949 if(autocvar_g_antilag == 3) // client side hitscan
950 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
951 if(autocvar_sv_gentle)
952 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
954 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
955 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
957 stuffcmd(e, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
959 MUTATOR_CALLHOOK(FixClientCvars, e);
962 bool findinlist_abbrev(string tofind, string list)
964 if(list == "" || tofind == "")
965 return false; // empty list or search, just return
967 // this function allows abbreviated strings!
968 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
976 bool PlayerInIPList(entity p, string iplist)
978 // some safety checks (never allow local?)
979 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
982 return findinlist_abbrev(p.netaddress, iplist);
985 bool PlayerInIDList(entity p, string idlist)
987 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
991 return findinlist_abbrev(p.crypto_idfp, idlist);
994 bool PlayerInList(entity player, string list)
996 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
999 #ifdef DP_EXT_PRECONNECT
1004 Called once (not at each match start) when a client begins a connection to the server
1007 void ClientPreConnect(entity this)
1009 if(autocvar_sv_eventlog)
1011 GameLogEcho(sprintf(":connect:%d:%d:%s",
1014 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1020 string GetClientVersionMessage(entity this)
1022 if (CS(this).version_mismatch) {
1023 if(CS(this).version < autocvar_gameversion) {
1024 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1025 "\n^3Your client version is outdated.\n\n\n### YOU WON'T BE ABLE TO PLAY ON THIS SERVER ###\n\n\nPlease update!!!^8");
1027 return strcat("This is Xonotic ", autocvar_g_xonoticversion,
1028 "\n^3This server is using an outdated Xonotic version.\n\n\n ### THIS SERVER IS INCOMPATIBLE AND THUS YOU CANNOT JOIN ###.^8");
1031 return strcat("Welcome to Xonotic ", autocvar_g_xonoticversion);
1035 string getwelcomemessage(entity this)
1037 MUTATOR_CALLHOOK(BuildMutatorsPrettyString, "");
1038 string modifications = M_ARGV(0, string);
1042 if(g_weaponarena_random)
1043 modifications = strcat(modifications, ", ", ftos(g_weaponarena_random), " of ", g_weaponarena_list, " Arena");
1045 modifications = strcat(modifications, ", ", g_weaponarena_list, " Arena");
1047 else if(cvar("g_balance_blaster_weaponstartoverride") == 0)
1048 modifications = strcat(modifications, ", No start weapons");
1049 if(cvar("sv_gravity") < stof(cvar_defstring("sv_gravity")))
1050 modifications = strcat(modifications, ", Low gravity");
1051 if(g_weapon_stay && !g_cts)
1052 modifications = strcat(modifications, ", Weapons stay");
1054 modifications = strcat(modifications, ", Jet pack");
1055 if(autocvar_g_powerups == 0)
1056 modifications = strcat(modifications, ", No powerups");
1057 if(autocvar_g_powerups > 0)
1058 modifications = strcat(modifications, ", Powerups");
1059 modifications = substring(modifications, 2, strlen(modifications) - 2);
1061 string versionmessage = GetClientVersionMessage(this);
1062 string s = strcat(versionmessage, "^8\n^8\nhost is ^9", autocvar_hostname, "^8\n");
1064 s = strcat(s, "^8\nmatch type is ^1", gamemode_name, "^8\n");
1066 if(modifications != "")
1067 s = strcat(s, "^8\nactive modifications: ^3", modifications, "^8\n");
1069 if(cache_lastmutatormsg != autocvar_g_mutatormsg)
1071 strcpy(cache_lastmutatormsg, autocvar_g_mutatormsg);
1072 strcpy(cache_mutatormsg, cache_lastmutatormsg);
1075 if (cache_mutatormsg != "") {
1076 s = strcat(s, "\n\n^8special gameplay tips: ^7", cache_mutatormsg);
1079 string mutator_msg = "";
1080 MUTATOR_CALLHOOK(BuildGameplayTipsString, mutator_msg);
1081 mutator_msg = M_ARGV(0, string);
1083 s = strcat(s, mutator_msg); // trust that the mutator will do proper formatting
1085 string motd = autocvar_sv_motd;
1087 s = strcat(s, "\n\n^8MOTD: ^7", strreplace("\\n", "\n", motd));
1092 bool autocvar_sv_qcphysics = true; // TODO this is for testing - remove when qcphysics work
1098 Called when a client connects to the server
1101 void ClientConnect(entity this)
1103 if (Ban_MaybeEnforceBanOnce(this)) return;
1104 assert(!IS_CLIENT(this), return);
1105 this.flags |= FL_CLIENT;
1106 assert(player_count >= 0, player_count = 0);
1109 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1111 TRANSMUTE(Client, this);
1112 CS(this).version_nagtime = time + 10 + random() * 10;
1114 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1116 bot_clientconnect(this);
1118 Player_DetermineForcedTeam(this);
1120 TRANSMUTE(Observer, this);
1122 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1124 // always track bots, don't ask for cl_allow_uidtracking
1125 if (IS_BOT_CLIENT(this))
1126 PlayerStats_GameReport_AddPlayer(this);
1128 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1130 if (autocvar_sv_eventlog)
1131 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? GameLog_ProcessIP(this.netaddress) : "bot"), ":", playername(this, false)));
1133 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1135 stuffcmd(this, clientstuff, "\n");
1136 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1138 FixClientCvars(this);
1140 // get version info from player
1141 stuffcmd(this, "cmd clientversion $gameversion\n");
1143 // notify about available teams
1146 entity balance = TeamBalance_CheckAllowedTeams(this);
1147 int t = TeamBalance_GetAllowedTeams(balance);
1148 TeamBalance_Destroy(balance);
1149 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1153 stuffcmd(this, "set _teams_available 0\n");
1156 bot_relinkplayerlist();
1158 CS(this).spectatortime = time;
1159 if (blockSpectators)
1161 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1164 CS(this).jointime = time;
1166 if (IS_REAL_CLIENT(this))
1168 if (g_weaponarena_weapons == WEPSET(TUBA))
1169 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1172 if (!sv_foginterval && world.fog != "")
1173 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1175 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1176 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1177 send_CSQC_teamnagger();
1179 CSQCMODEL_AUTOINIT(this);
1181 CS(this).model_randomizer = random();
1183 if (IS_REAL_CLIENT(this))
1184 sv_notice_join(this);
1186 this.move_qcphysics = autocvar_sv_qcphysics;
1188 // update physics stats (players can spawn before physics runs)
1189 Physics_UpdateStats(this);
1191 IL_EACH(g_initforplayer, it.init_for_player, {
1192 it.init_for_player(it, this);
1195 Handicap_Initialize(this);
1197 MUTATOR_CALLHOOK(ClientConnect, this);
1199 if (IS_REAL_CLIENT(this))
1201 if (!autocvar_g_campaign && !IS_PLAYER(this))
1203 CS(this).motd_actived_time = -1;
1204 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1212 Called when a client disconnects from the server
1215 .entity chatbubbleentity;
1216 void ClientDisconnect(entity this)
1218 assert(IS_CLIENT(this), return);
1220 PlayerStats_GameReport_FinalizePlayer(this);
1221 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1222 if (CS(this).active_minigame) part_minigame(this);
1223 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1225 if (autocvar_sv_eventlog)
1226 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1228 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1231 SetSpectatee(this, NULL);
1233 MUTATOR_CALLHOOK(ClientDisconnect, this);
1235 strfree(CS(this).netname_previous); // needs to be before the CS entity is removed!
1236 strfree(CS(this).weaponorder_byimpulse);
1237 ClientState_detach(this);
1239 Portal_ClearAll(this);
1241 Unfreeze(this, false);
1243 RemoveGrapplingHooks(this);
1245 // Here, everything has been done that requires this player to be a client.
1247 this.flags &= ~FL_CLIENT;
1249 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1250 if (this.killindicator) delete(this.killindicator);
1252 IL_EACH(g_counters, it.realowner == this,
1257 WaypointSprite_PlayerGone(this);
1259 bot_relinkplayerlist();
1261 strfree(this.clientstatus);
1262 if (this.personal) delete(this.personal);
1266 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1271 void ChatBubbleThink(entity this)
1273 this.nextthink = time;
1274 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1276 if(this.owner) // but why can that ever be NULL?
1277 this.owner.chatbubbleentity = NULL;
1284 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1286 if ( CS(this.owner).active_minigame && PHYS_INPUT_BUTTON_MINIGAME(this.owner) )
1287 this.mdl = "models/sprites/minigame_busy.iqm";
1288 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1289 this.mdl = "models/misc/chatbubble.spr";
1292 if ( this.model != this.mdl )
1293 _setmodel(this, this.mdl);
1297 void UpdateChatBubble(entity this)
1301 // spawn a chatbubble entity if needed
1302 if (!this.chatbubbleentity)
1304 this.chatbubbleentity = new(chatbubbleentity);
1305 this.chatbubbleentity.owner = this;
1306 this.chatbubbleentity.exteriormodeltoclient = this;
1307 setthink(this.chatbubbleentity, ChatBubbleThink);
1308 this.chatbubbleentity.nextthink = time;
1309 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1310 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1311 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1312 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1313 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1314 //this.chatbubbleentity.model = "";
1315 this.chatbubbleentity.effects = EF_LOWPRECISION;
1319 void calculate_player_respawn_time(entity this)
1321 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
1324 float gametype_setting_tmp;
1325 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
1326 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
1327 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
1328 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
1329 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
1330 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
1332 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
1335 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1336 if(it.team == this.team)
1339 if (sdelay_small_count == 0)
1340 sdelay_small_count = 1;
1341 if (sdelay_large_count == 0)
1342 sdelay_large_count = 1;
1346 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
1349 if (sdelay_small_count == 0)
1351 if (IS_INDEPENDENT_PLAYER(this))
1353 // Players play independently. No point in requiring enemies.
1354 sdelay_small_count = 1;
1358 // Players play AGAINST each other. Enemies required.
1359 sdelay_small_count = 2;
1362 if (sdelay_large_count == 0)
1364 if (IS_INDEPENDENT_PLAYER(this))
1366 // Players play independently. No point in requiring enemies.
1367 sdelay_large_count = 1;
1371 // Players play AGAINST each other. Enemies required.
1372 sdelay_large_count = 2;
1379 if (pcount <= sdelay_small_count)
1380 sdelay = sdelay_small;
1381 else if (pcount >= sdelay_large_count)
1382 sdelay = sdelay_large;
1383 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
1384 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
1387 this.respawn_time = ceil((time + sdelay) / waves) * waves;
1389 this.respawn_time = time + sdelay;
1391 if(sdelay < sdelay_max)
1392 this.respawn_time_max = time + sdelay_max;
1394 this.respawn_time_max = this.respawn_time;
1396 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
1397 this.respawn_countdown = 10; // first number to count down from is 10
1399 this.respawn_countdown = -1; // do not count down
1401 if(autocvar_g_forced_respawn)
1402 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
1405 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1406 // added to the model skins
1407 /*void UpdateColorModHack()
1410 c = this.clientcolors & 15;
1411 // LordHavoc: only bothering to support white, green, red, yellow, blue
1412 if (!teamplay) this.colormod = '0 0 0';
1413 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1414 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1415 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1416 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1417 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1418 else this.colormod = '1 1 1';
1421 void respawn(entity this)
1423 bool damagedbycontents_prev = this.damagedbycontents;
1426 if(autocvar_g_respawn_ghosts)
1428 this.solid = SOLID_NOT;
1429 this.takedamage = DAMAGE_NO;
1430 this.damagedbycontents = false;
1431 set_movetype(this, MOVETYPE_FLY);
1432 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1433 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1434 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1435 this.alpha = min(this.alpha, autocvar_g_respawn_ghosts_alpha);
1436 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1437 if(autocvar_g_respawn_ghosts_time > 0)
1438 SUB_SetFade(this, time + autocvar_g_respawn_ghosts_time, autocvar_g_respawn_ghosts_fadetime);
1441 SUB_SetFade (this, time, 1); // fade out the corpse immediately
1445 this.damagedbycontents = damagedbycontents_prev;
1447 this.effects |= EF_NODRAW; // prevent another CopyBody
1448 PutClientInServer(this);
1452 void PrintToChat(entity client, string text)
1454 text = strcat("\{1}^7", text, "\n");
1455 sprint(client, text);
1459 void DebugPrintToChat(entity client, string text)
1461 if (autocvar_developer > 0)
1463 PrintToChat(client, text);
1468 void PrintToChatAll(string text)
1470 text = strcat("\{1}^7", text, "\n");
1475 void DebugPrintToChatAll(string text)
1477 if (autocvar_developer > 0)
1479 PrintToChatAll(text);
1484 void PrintToChatTeam(int team_num, string text)
1486 text = strcat("\{1}^7", text, "\n");
1487 FOREACH_CLIENT(IS_REAL_CLIENT(it),
1489 if (it.team == team_num)
1497 void DebugPrintToChatTeam(int team_num, string text)
1499 if (autocvar_developer > 0)
1501 PrintToChatTeam(team_num, text);
1505 void play_countdown(entity this, float finished, Sound samp)
1508 if(IS_REAL_CLIENT(this))
1509 if(floor(finished - time - frametime) != floor(finished - time))
1510 if(finished - time < 6)
1511 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1514 void player_powerups(entity this)
1516 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1517 this.modelflags |= MF_ROCKET;
1519 this.modelflags &= ~MF_ROCKET;
1521 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1525 if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
1527 sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
1528 stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
1529 this.items &= ~ITEM_Strength.m_itemid;
1530 this.items &= ~ITEM_Shield.m_itemid;
1531 this.items -= (this.items & IT_SUPERWEAPON);
1535 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1538 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1539 int items_prev = this.items;
1541 Fire_ApplyDamage(this);
1542 Fire_ApplyEffect(this);
1544 if (!MUTATOR_IS_ENABLED(mutator_instagib))
1546 if (this.items & ITEM_Strength.m_itemid)
1548 play_countdown(this, STAT(STRENGTH_FINISHED, this), SND_POWEROFF);
1549 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1550 if (time > STAT(STRENGTH_FINISHED, this))
1552 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1553 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1554 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1559 if (time < STAT(STRENGTH_FINISHED, this))
1561 this.items = this.items | ITEM_Strength.m_itemid;
1563 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1564 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1567 if (this.items & ITEM_Shield.m_itemid)
1569 play_countdown(this, STAT(INVINCIBLE_FINISHED, this), SND_POWEROFF);
1570 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1571 if (time > STAT(INVINCIBLE_FINISHED, this))
1573 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1574 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1575 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1580 if (time < STAT(INVINCIBLE_FINISHED, this))
1582 this.items = this.items | ITEM_Shield.m_itemid;
1584 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1585 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1588 if (this.items & IT_SUPERWEAPON)
1590 if (!(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
1592 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1593 this.items = this.items - (this.items & IT_SUPERWEAPON);
1594 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1595 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1597 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1599 // don't let them run out
1603 play_countdown(this, STAT(SUPERWEAPONS_FINISHED, this), SND_POWEROFF);
1604 if (time > STAT(SUPERWEAPONS_FINISHED, this))
1606 this.items = this.items - (this.items & IT_SUPERWEAPON);
1607 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1608 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1609 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1613 else if(STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)
1615 if (time < STAT(SUPERWEAPONS_FINISHED, this) || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1617 this.items = this.items | IT_SUPERWEAPON;
1618 if(!(this.items & IT_UNLIMITED_SUPERWEAPONS))
1621 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1622 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1627 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1628 STAT(WEAPONS, this) &= ~WEPSET_SUPERWEAPONS;
1633 STAT(SUPERWEAPONS_FINISHED, this) = 0;
1637 if(autocvar_g_nodepthtestplayers)
1638 this.effects = this.effects | EF_NODEPTHTEST;
1640 if(autocvar_g_fullbrightplayers)
1641 this.effects = this.effects | EF_FULLBRIGHT;
1643 if (time >= game_starttime)
1644 if (time < this.spawnshieldtime)
1645 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1647 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1650 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1652 if(current > stable)
1654 else if(current > stable - 0.25) // when close enough, "snap"
1657 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1660 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1662 if(current < stable)
1664 else if(current < stable + 0.25) // when close enough, "snap"
1667 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1670 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)
1672 float old = GetResource(this, res);
1673 float current = old;
1674 if(current > rotstable)
1676 if(rotframetime > 0)
1678 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1679 current = max(rotstable, current - rotlinear * rotframetime);
1682 else if(current < regenstable)
1684 if(regenframetime > 0)
1686 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1687 current = min(regenstable, current + regenlinear * regenframetime);
1691 float limit = GetResourceLimit(this, res) * limit_mod;
1696 SetResource(this, res, current);
1699 void player_regen(entity this)
1701 float max_mod, regen_mod, rot_mod, limit_mod;
1702 max_mod = regen_mod = rot_mod = limit_mod = 1;
1704 float regen_health = autocvar_g_balance_health_regen;
1705 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1706 float regen_health_rot = autocvar_g_balance_health_rot;
1707 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1708 float regen_health_stable = autocvar_g_balance_health_regenstable;
1709 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1710 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1711 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1712 max_mod = M_ARGV(1, float);
1713 regen_mod = M_ARGV(2, float);
1714 rot_mod = M_ARGV(3, float);
1715 limit_mod = M_ARGV(4, float);
1716 regen_health = M_ARGV(5, float);
1717 regen_health_linear = M_ARGV(6, float);
1718 regen_health_rot = M_ARGV(7, float);
1719 regen_health_rotlinear = M_ARGV(8, float);
1720 regen_health_stable = M_ARGV(9, float);
1721 regen_health_rotstable = M_ARGV(10, float);
1723 if(!mutator_returnvalue)
1724 if(!STAT(FROZEN, this))
1726 float maxa = autocvar_g_balance_armor_rotstable;
1727 float mina = autocvar_g_balance_armor_regenstable;
1729 RotRegen(this, RES_ARMOR, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear,
1730 regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
1731 rot_mod * frametime * (time > this.pauserotarmor_finished), limit_mod);
1733 RotRegen(this, RES_HEALTH, regen_health_stable * max_mod, regen_health, regen_health_linear,
1734 regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable * max_mod, regen_health_rot, regen_health_rotlinear,
1735 rot_mod * frametime * (time > this.pauserothealth_finished), limit_mod);
1738 // if player rotted to death... die!
1739 // check this outside above checks, as player may still be able to rot to death
1740 if(GetResource(this, RES_HEALTH) < 1)
1743 vehicles_exit(this.vehicle, VHEF_RELEASE);
1744 if(this.event_damage)
1745 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
1748 if (!(this.items & IT_UNLIMITED_AMMO))
1750 float maxf = autocvar_g_balance_fuel_rotstable;
1751 float minf = autocvar_g_balance_fuel_regenstable;
1753 RotRegen(this, RES_FUEL, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear,
1754 frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
1755 maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), 1);
1760 void SetZoomState(entity this, float newzoom)
1762 if(newzoom != CS(this).zoomstate)
1764 CS(this).zoomstate = newzoom;
1765 ClientData_Touch(this);
1767 zoomstate_set = true;
1770 void GetPressedKeys(entity this)
1772 MUTATOR_CALLHOOK(GetPressedKeys, this);
1773 int keys = STAT(PRESSED_KEYS, this);
1774 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1775 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1776 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1777 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1779 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1780 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
1781 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1782 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1783 CS(this).pressedkeys = keys; // store for other users
1785 STAT(PRESSED_KEYS, this) = keys;
1789 ======================
1790 spectate mode routines
1791 ======================
1794 void SpectateCopy(entity this, entity spectatee)
1796 TC(Client, this); TC(Client, spectatee);
1798 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1799 PS(this) = PS(spectatee);
1800 this.armortype = spectatee.armortype;
1801 SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
1802 SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
1803 SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
1804 SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
1805 SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
1806 SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
1807 SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
1808 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1809 SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
1810 CS(this).impulse = 0;
1811 this.disableclientprediction = 1; // no need to run prediction on a spectator
1812 this.items = spectatee.items;
1813 STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
1814 STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
1815 STAT(STRENGTH_FINISHED, this) = STAT(STRENGTH_FINISHED, spectatee);
1816 STAT(INVINCIBLE_FINISHED, this) = STAT(INVINCIBLE_FINISHED, spectatee);
1817 STAT(SUPERWEAPONS_FINISHED, this) = STAT(SUPERWEAPONS_FINISHED, spectatee);
1818 STAT(AIR_FINISHED, this) = STAT(AIR_FINISHED, spectatee);
1819 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1820 STAT(WEAPONS, this) = STAT(WEAPONS, spectatee);
1821 this.punchangle = spectatee.punchangle;
1822 this.view_ofs = spectatee.view_ofs;
1823 this.velocity = spectatee.velocity;
1824 this.dmg_take = spectatee.dmg_take;
1825 this.dmg_save = spectatee.dmg_save;
1826 this.dmg_inflictor = spectatee.dmg_inflictor;
1827 this.v_angle = spectatee.v_angle;
1828 this.angles = spectatee.v_angle;
1829 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1830 STAT(REVIVE_PROGRESS, this) = STAT(REVIVE_PROGRESS, spectatee);
1831 this.viewloc = spectatee.viewloc;
1832 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1833 this.fixangle = true;
1834 setorigin(this, spectatee.origin);
1835 setsize(this, spectatee.mins, spectatee.maxs);
1836 SetZoomState(this, CS(spectatee).zoomstate);
1838 anticheat_spectatecopy(this, spectatee);
1839 STAT(HUD, this) = STAT(HUD, spectatee);
1840 if(spectatee.vehicle)
1842 this.angles = spectatee.v_angle;
1844 //this.fixangle = false;
1845 //this.velocity = spectatee.vehicle.velocity;
1846 this.vehicle_health = spectatee.vehicle_health;
1847 this.vehicle_shield = spectatee.vehicle_shield;
1848 this.vehicle_energy = spectatee.vehicle_energy;
1849 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1850 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1851 this.vehicle_reload1 = spectatee.vehicle_reload1;
1852 this.vehicle_reload2 = spectatee.vehicle_reload2;
1854 //msg_entity = this;
1856 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1857 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1858 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1859 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1861 //WriteByte (MSG_ONE, SVC_SETVIEW);
1862 // WriteEntity(MSG_ONE, this);
1863 //makevectors(spectatee.v_angle);
1864 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1868 bool SpectateUpdate(entity this)
1873 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1875 SetSpectatee(this, NULL);
1879 SpectateCopy(this, this.enemy);
1884 bool SpectateSet(entity this)
1886 if(!IS_PLAYER(this.enemy))
1889 ClientData_Touch(this.enemy);
1892 WriteByte(MSG_ONE, SVC_SETVIEW);
1893 WriteEntity(MSG_ONE, this.enemy);
1894 set_movetype(this, MOVETYPE_NONE);
1895 accuracy_resend(this);
1897 if(!SpectateUpdate(this))
1898 PutObserverInServer(this);
1903 void SetSpectatee_status(entity this, int spectatee_num)
1905 int oldspectatee_status = CS(this).spectatee_status;
1906 CS(this).spectatee_status = spectatee_num;
1908 if (CS(this).spectatee_status != oldspectatee_status)
1910 if (STAT(PRESSED_KEYS, this))
1912 CS(this).pressedkeys = 0;
1913 STAT(PRESSED_KEYS, this) = 0;
1915 ClientData_Touch(this);
1916 if (g_race || g_cts) race_InitSpectator();
1920 void SetSpectatee(entity this, entity spectatee)
1922 if(IS_BOT_CLIENT(this))
1923 return; // bots abuse .enemy, this code is useless to them
1925 entity old_spectatee = this.enemy;
1927 this.enemy = spectatee;
1930 // these are required to fix the spectator bug with arc
1933 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1935 .entity weaponentity = weaponentities[slot];
1936 if(old_spectatee.(weaponentity).arc_beam)
1937 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1942 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1944 .entity weaponentity = weaponentities[slot];
1945 if(this.enemy.(weaponentity).arc_beam)
1946 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1951 SetSpectatee_status(this, etof(this.enemy));
1953 // needed to update spectator list
1954 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1957 bool Spectate(entity this, entity pl)
1959 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1961 pl = M_ARGV(1, entity);
1963 SetSpectatee(this, pl);
1964 return SpectateSet(this);
1967 bool SpectateNext(entity this)
1969 entity ent = find(this.enemy, classname, STR_PLAYER);
1971 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1972 ent = M_ARGV(1, entity);
1974 ent = find(ent, classname, STR_PLAYER);
1976 if(ent) { SetSpectatee(this, ent); }
1978 return SpectateSet(this);
1981 bool SpectatePrev(entity this)
1983 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1984 entity ent = findchain(classname, STR_PLAYER);
1985 if (!ent) // no player
1989 // skip players until current spectated player
1991 while(ent && ent != this.enemy)
1994 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1996 case MUT_SPECPREV_FOUND:
1997 ent = M_ARGV(1, entity);
1999 case MUT_SPECPREV_RETURN:
2001 case MUT_SPECPREV_CONTINUE:
2012 SetSpectatee(this, ent);
2013 return SpectateSet(this);
2018 ShowRespawnCountdown()
2020 Update a respawn countdown display.
2023 void ShowRespawnCountdown(entity this)
2026 if(!IS_DEAD(this)) // just respawned?
2030 number = ceil(this.respawn_time - time);
2033 if(number <= this.respawn_countdown)
2035 this.respawn_countdown = number - 1;
2036 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
2037 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2042 .bool team_selected;
2043 bool ShowTeamSelection(entity this)
2045 if (!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || Player_HasRealForcedTeam(this))
2047 stuffcmd(this, "menu_showteamselect\n");
2050 void Join(entity this)
2052 TRANSMUTE(Player, this);
2054 if(!this.team_selected)
2055 if(autocvar_g_campaign || autocvar_g_balance_teams)
2056 TeamBalance_JoinBestTeam(this);
2058 if(autocvar_g_campaign)
2059 campaign_bots_may_start = true;
2061 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2063 PutClientInServer(this);
2066 if(teamplay && this.team != -1)
2070 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2071 this.team_selected = false;
2074 int GetPlayerLimit()
2077 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)
2078 int player_limit = autocvar_g_maxplayers;
2079 MUTATOR_CALLHOOK(GetPlayerLimit, player_limit);
2080 player_limit = M_ARGV(0, int);
2081 return player_limit;
2085 * Determines whether the player is allowed to join. This depends on cvar
2086 * g_maxplayers, if it isn't used this function always return true, otherwise
2087 * it checks whether the number of currently playing players exceeds g_maxplayers.
2088 * @return int number of free slots for players, 0 if none
2090 int nJoinAllowed(entity this, entity ignore)
2093 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2094 // so report 0 free slots if restricted
2096 if(autocvar_g_forced_team_otherwise == "spectate")
2098 if(autocvar_g_forced_team_otherwise == "spectator")
2102 if(this && (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2103 return 0; // forced spectators can never join
2105 // TODO simplify this
2106 int totalClients = 0;
2107 int currentlyPlaying = 0;
2108 FOREACH_CLIENT(true, {
2111 if(IS_REAL_CLIENT(it))
2112 if(IS_PLAYER(it) || it.caplayer)
2116 int player_limit = GetPlayerLimit();
2120 free_slots = maxclients - totalClients;
2121 else if(player_limit > 0 && currentlyPlaying < player_limit)
2122 free_slots = min(maxclients - totalClients, player_limit - currentlyPlaying);
2124 static float msg_time = 0;
2125 if(this && !this.caplayer && ignore && !free_slots && time > msg_time)
2127 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2128 msg_time = time + 0.5;
2135 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2136 * g_maxplayers_spectator_blocktime seconds
2138 void checkSpectatorBlock(entity this)
2140 if(IS_SPEC(this) || IS_OBSERVER(this))
2142 if(IS_REAL_CLIENT(this))
2144 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2145 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2151 void PrintWelcomeMessage(entity this)
2153 if(CS(this).motd_actived_time == 0)
2155 if (autocvar_g_campaign) {
2156 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2157 CS(this).motd_actived_time = time;
2158 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_CAMPAIGN_MESSAGE, Campaign_GetMessage(), Campaign_GetLevelNum());
2161 if (PHYS_INPUT_BUTTON_INFO(this)) {
2162 CS(this).motd_actived_time = time;
2163 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2167 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2169 if (autocvar_g_campaign) {
2170 if (PHYS_INPUT_BUTTON_INFO(this))
2171 CS(this).motd_actived_time = time;
2172 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2173 CS(this).motd_actived_time = 0;
2174 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2177 if (PHYS_INPUT_BUTTON_INFO(this))
2178 CS(this).motd_actived_time = time;
2179 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2180 CS(this).motd_actived_time = 0;
2181 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2185 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2187 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2188 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2189 else if (CS(this).motd_actived_time == -2)
2191 // instantly hide MOTD
2192 CS(this).motd_actived_time = 0;
2193 if (autocvar_g_campaign)
2194 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_CAMPAIGN_MESSAGE);
2196 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2198 else if (IS_PLAYER(this) || IS_SPEC(this))
2200 // FIXME occasionally for some reason MOTD never goes away
2201 // delay MOTD removal a little bit in the hope it fixes this bug
2202 if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
2203 CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
2204 else //if (CS(this).motd_actived_time < -2)
2205 CS(this).motd_actived_time++;
2210 bool joinAllowed(entity this)
2212 if (CS(this).version_mismatch) return false;
2213 if (time < CS(this).jointime + MIN_SPEC_TIME) return false;
2214 if (!nJoinAllowed(this, this)) return false;
2215 if (teamplay && lockteams) return false;
2216 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2217 if (ShowTeamSelection(this)) return false;
2221 .string shootfromfixedorigin;
2222 .bool dualwielding_prev;
2223 bool PlayerThink(entity this)
2225 if (game_stopped || intermission_running) {
2226 this.modelflags &= ~MF_ROCKET;
2227 if(intermission_running)
2228 IntermissionThink(this);
2232 if (timeout_status == TIMEOUT_ACTIVE) {
2233 // don't allow the player to turn around while game is paused
2234 // FIXME turn this into CSQC stuff
2235 this.v_angle = this.lastV_angle;
2236 this.angles = this.lastV_angle;
2237 this.fixangle = true;
2240 if (frametime) player_powerups(this);
2242 if (IS_DEAD(this)) {
2243 if (this.personal && g_race_qualifying) {
2244 if (time > this.respawn_time) {
2245 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2247 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2250 if (frametime) player_anim(this);
2252 if (this.respawn_flags & RESPAWN_DENY)
2254 STAT(RESPAWN_TIME, this) = 0;
2258 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));
2260 switch(this.deadflag)
2264 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2265 this.deadflag = DEAD_RESPAWNING;
2266 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2267 this.deadflag = DEAD_DEAD;
2273 this.deadflag = DEAD_RESPAWNABLE;
2274 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2275 this.deadflag = DEAD_RESPAWNING;
2278 case DEAD_RESPAWNABLE:
2280 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2281 this.deadflag = DEAD_RESPAWNING;
2284 case DEAD_RESPAWNING:
2286 if (time > this.respawn_time)
2288 this.respawn_time = time + 1; // only retry once a second
2289 this.respawn_time_max = this.respawn_time;
2296 ShowRespawnCountdown(this);
2298 if (this.respawn_flags & RESPAWN_SILENT)
2299 STAT(RESPAWN_TIME, this) = 0;
2300 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2302 if (time < this.respawn_time)
2303 STAT(RESPAWN_TIME, this) = this.respawn_time;
2304 else if (this.deadflag != DEAD_RESPAWNING)
2305 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2308 STAT(RESPAWN_TIME, this) = this.respawn_time;
2311 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2312 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2313 STAT(RESPAWN_TIME, this) *= -1;
2318 FixPlayermodel(this);
2320 if (this.shootfromfixedorigin != autocvar_g_shootfromfixedorigin) {
2321 this.shootfromfixedorigin = autocvar_g_shootfromfixedorigin;
2322 stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
2325 // reset gun alignment when dual wielding status changes
2326 // to ensure guns are always aligned right and left
2327 bool dualwielding = W_DualWielding(this);
2328 if(this.dualwielding_prev != dualwielding)
2330 W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
2331 this.dualwielding_prev = dualwielding;
2334 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2337 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2339 .entity weaponentity = weaponentities[slot];
2340 if(WEP_CVAR(vortex, charge_always))
2341 W_Vortex_Charge(this, weaponentity, frametime);
2342 W_WeaponFrame(this, weaponentity);
2348 // WEAPONTODO: Add a weapon request for this
2349 // rot vortex charge to the charge limit
2350 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2352 .entity weaponentity = weaponentities[slot];
2353 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2354 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2359 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2362 monsters_setstatus(this);
2367 .bool would_spectate;
2368 void ObserverOrSpectatorThink(entity this)
2370 bool is_spec = IS_SPEC(this);
2371 if ( CS(this).impulse )
2373 int r = MinigameImpulse(this, CS(this).impulse);
2375 CS(this).impulse = 0;
2377 if (is_spec && CS(this).impulse == IMP_weapon_drop.impulse)
2379 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2380 CS(this).impulse = 0;
2385 if (this.flags & FL_JUMPRELEASED) {
2386 if (PHYS_INPUT_BUTTON_JUMP(this) && (joinAllowed(this) || time < CS(this).jointime + MIN_SPEC_TIME)) {
2387 this.flags &= ~FL_JUMPRELEASED;
2388 this.flags |= FL_SPAWNING;
2389 } 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)))
2390 || (!is_spec && ((PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) || this.would_spectate))) {
2391 this.flags &= ~FL_JUMPRELEASED;
2392 if(SpectateNext(this)) {
2393 TRANSMUTE(Spectator, this);
2394 } else if (is_spec) {
2395 TRANSMUTE(Observer, this);
2396 PutClientInServer(this);
2399 CS(this).impulse = 0;
2400 } else if (is_spec) {
2401 if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2402 this.flags &= ~FL_JUMPRELEASED;
2403 if(SpectatePrev(this)) {
2404 TRANSMUTE(Spectator, this);
2406 TRANSMUTE(Observer, this);
2407 PutClientInServer(this);
2409 CS(this).impulse = 0;
2410 } else if(PHYS_INPUT_BUTTON_ATCK2(this)) {
2411 this.would_spectate = false;
2412 this.flags &= ~FL_JUMPRELEASED;
2413 TRANSMUTE(Observer, this);
2414 PutClientInServer(this);
2415 } else if(!SpectateUpdate(this) && !SpectateNext(this)) {
2416 PutObserverInServer(this);
2417 this.would_spectate = true;
2421 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2422 set_movetype(this, preferred_movetype);
2425 if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
2426 || (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
2427 this.flags |= FL_JUMPRELEASED;
2428 if(this.flags & FL_SPAWNING)
2430 this.flags &= ~FL_SPAWNING;
2431 if(joinAllowed(this))
2433 else if(time < CS(this).jointime + MIN_SPEC_TIME)
2434 CS(this).autojoin_checked = -1;
2438 if(is_spec && !SpectateUpdate(this))
2439 PutObserverInServer(this);
2442 this.flags |= FL_CLIENT | FL_NOTARGET;
2445 void PlayerUseKey(entity this)
2447 if (!IS_PLAYER(this))
2454 vehicles_exit(this.vehicle, VHEF_NORMAL);
2458 else if(autocvar_g_vehicles_enter)
2460 if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2462 entity head, closest_target = NULL;
2463 head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
2465 while(head) // find the closest acceptable target to enter
2467 if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
2468 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2472 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2473 { closest_target = head; }
2475 else { closest_target = head; }
2481 if(closest_target) { vehicles_enter(this, closest_target); return; }
2485 // a use key was pressed; call handlers
2486 MUTATOR_CALLHOOK(PlayerUseKey, this);
2494 Called every frame for each client before the physics are run
2497 .float last_vehiclecheck;
2498 void PlayerPreThink (entity this)
2500 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2501 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2503 WarpZone_PlayerPhysics_FixVAngle(this);
2506 // physics frames: update anticheat stuff
2507 anticheat_prethink(this);
2510 if (blockSpectators && frametime) {
2511 // WORKAROUND: only use dropclient in server frames (frametime set).
2512 // Never use it in cl_movement frames (frametime zero).
2513 checkSpectatorBlock(this);
2516 zoomstate_set = false;
2518 // Check for nameless players
2519 if (this.netname == "" || this.netname != CS(this).netname_previous)
2521 bool assume_unchanged = (CS(this).netname_previous == "");
2522 if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
2524 int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
2525 this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
2526 sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
2527 assume_unchanged = false;
2528 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2530 if (isInvisibleString(this.netname))
2532 this.netname = strzone(sprintf("Player#%d", this.playerid));
2533 sprint(this, "Warning: invisible names are not allowed.\n");
2534 assume_unchanged = false;
2535 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2537 if (!assume_unchanged && autocvar_sv_eventlog)
2538 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2539 strcpy(CS(this).netname_previous, this.netname);
2543 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2544 CS(this).version_nagtime = 0;
2545 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2547 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2549 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2551 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2552 if (r < 0) { // old client
2553 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2554 } else if (r > 0) { // old server
2555 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2561 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2563 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2564 this.max_armorvalue = 0;
2567 if (frametime && IS_PLAYER(this))
2569 if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
2571 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
2572 SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
2574 this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
2576 if (STAT(REVIVE_PROGRESS, this) >= 1)
2577 Unfreeze(this, false);
2579 else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
2581 STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
2582 SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
2584 if (GetResource(this, RES_HEALTH) < 1)
2587 vehicles_exit(this.vehicle, VHEF_RELEASE);
2588 if(this.event_damage)
2589 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, DMG_NOWEP, this.origin, '0 0 0');
2591 else if (STAT(REVIVE_PROGRESS, this) <= 0)
2592 Unfreeze(this, false);
2596 MUTATOR_CALLHOOK(PlayerPreThink, this);
2598 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2599 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
2601 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
2605 if(!it.team || SAME_TEAM(this, it))
2606 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2607 else if(autocvar_g_vehicles_steal)
2608 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2610 else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2612 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2616 this.last_vehiclecheck = time + 1;
2619 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2621 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2623 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2626 if (IS_REAL_CLIENT(this))
2627 PrintWelcomeMessage(this);
2629 if (IS_PLAYER(this)) {
2630 if (IS_REAL_CLIENT(this) && time < CS(this).jointime + MIN_SPEC_TIME)
2631 error("Client can't be spawned as player on connection!");
2632 if(!PlayerThink(this))
2635 else if (game_stopped || intermission_running) {
2636 if(intermission_running)
2637 IntermissionThink(this);
2640 else if (IS_REAL_CLIENT(this) && CS(this).autojoin_checked <= 0 && time >= CS(this).jointime + MIN_SPEC_TIME)
2642 bool early_join_requested = (CS(this).autojoin_checked < 0);
2643 CS(this).autojoin_checked = 1;
2644 // don't do this in ClientConnect
2645 // many things can go wrong if a client is spawned as player on connection
2646 if (early_join_requested || MUTATOR_CALLHOOK(AutoJoinOnConnection, this)
2647 || (!(autocvar_sv_spectate || autocvar_g_campaign || (Player_GetForcedTeamIndex(this) == TEAM_FORCE_SPECTATOR))
2648 && (!teamplay || autocvar_g_balance_teams)))
2650 campaign_bots_may_start = true;
2651 if(joinAllowed(this))
2656 else if (IS_OBSERVER(this) || IS_SPEC(this)) {
2657 ObserverOrSpectatorThink(this);
2660 // WEAPONTODO: Add weapon request for this
2661 if (!zoomstate_set) {
2662 bool wep_zoomed = false;
2663 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2665 .entity weaponentity = weaponentities[slot];
2666 Weapon thiswep = this.(weaponentity).m_weapon;
2667 if(thiswep != WEP_Null && thiswep.wr_zoom)
2668 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2670 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2673 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2675 CS(this).teamkill_soundtime = 0;
2677 entity e = CS(this).teamkill_soundsource;
2678 entity oldpusher = e.pusher;
2680 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2681 e.pusher = oldpusher;
2684 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2685 CS(this).taunt_soundtime = 0;
2686 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2689 target_voicescript_next(this);
2691 // WEAPONTODO: Move into weaponsystem somehow
2692 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2693 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2695 .entity weaponentity = weaponentities[slot];
2696 if(this.(weaponentity).m_weapon == WEP_Null)
2697 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2701 void DrownPlayer(entity this)
2703 if(IS_DEAD(this) || game_stopped || time < game_starttime || this.vehicle
2704 || STAT(FROZEN, this) || this.watertype != CONTENT_WATER)
2706 STAT(AIR_FINISHED, this) = 0;
2710 if (this.waterlevel != WATERLEVEL_SUBMERGED)
2712 if(STAT(AIR_FINISHED, this) && STAT(AIR_FINISHED, this) < time)
2713 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2714 STAT(AIR_FINISHED, this) = 0;
2718 if (!STAT(AIR_FINISHED, this))
2719 STAT(AIR_FINISHED, this) = time + autocvar_g_balance_contents_drowndelay;
2720 if (STAT(AIR_FINISHED, this) < time)
2722 if (this.pain_finished < time)
2724 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');
2725 this.pain_finished = time + 0.5;
2731 .bool move_qcphysics;
2733 void Player_Physics(entity this)
2735 this.movetype = (this.move_qcphysics) ? MOVETYPE_QCPLAYER : this.move_movetype;
2737 if(!this.move_qcphysics)
2740 if(!frametime && !CS(this).pm_frametime)
2743 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2745 CS(this).pm_frametime = 0;
2752 Called every frame for each client after the physics are run
2755 void PlayerPostThink (entity this)
2757 Player_Physics(this);
2760 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2761 if (IS_REAL_CLIENT(this))
2762 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2764 int totalClients = 0;
2765 if(sv_maxidle_slots > 0)
2767 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2773 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2774 { /* do nothing */ }
2775 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2777 if (CS(this).idlekick_lasttimeleft)
2779 CS(this).idlekick_lasttimeleft = 0;
2780 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2785 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2786 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2787 if (!CS(this).idlekick_lasttimeleft)
2788 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2790 if (timeleft <= 0) {
2791 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2795 else if (timeleft <= 10) {
2796 if (timeleft != CS(this).idlekick_lasttimeleft) {
2797 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2799 CS(this).idlekick_lasttimeleft = timeleft;
2808 this.solid = SOLID_NOT;
2809 this.takedamage = DAMAGE_NO;
2810 set_movetype(this, MOVETYPE_NONE);
2811 CS(this).teamkill_complain = 0;
2812 CS(this).teamkill_soundtime = 0;
2813 CS(this).teamkill_soundsource = NULL;
2816 if (IS_PLAYER(this)) {
2817 if(this.death_time == time && IS_DEAD(this))
2819 // player's bbox gets resized now, instead of in the damage event that killed the player,
2820 // once all the damage events of this frame have been processed with normal size
2822 setsize(this, this.mins, this.maxs);
2825 UpdateChatBubble(this);
2826 if (CS(this).impulse) ImpulseCommands(this);
2829 CSQCMODEL_AUTOUPDATE(this);
2832 GetPressedKeys(this);
2834 else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
2836 CS(this).pressedkeys = 0;
2837 STAT(PRESSED_KEYS, this) = 0;
2840 if (this.waypointsprite_attachedforcarrier) {
2841 float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
2842 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
2845 CSQCMODEL_AUTOUPDATE(this);
2849 * message "": do not say, just test flood control
2855 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
2857 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
2858 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
2861 msgin = formatmessage(source, msgin);
2864 if (!(IS_PLAYER(source) || source.caplayer))
2865 colorstr = "^0"; // black for spectators
2867 colorstr = Team_ColorCode(source.team);
2880 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
2883 * using bprint solves this... me stupid
2884 // how can we prevent the message from appearing in a listen server?
2885 // for now, just give "say" back and only handle say_team
2888 clientcommand(source, strcat("say ", msgin));
2893 string namestr = "";
2895 namestr = playername(source, autocvar_g_chat_teamcolors);
2897 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
2899 string msgstr = "", cmsgstr = "";
2900 string privatemsgprefix = string_null;
2901 int privatemsgprefixlen = 0;
2904 bool found_me = false;
2905 if(strstrofs(msgin, "/me", 0) >= 0)
2907 string newmsgin = "";
2908 string newnamestr = ((teamsay) ? strcat(colorstr, "(", colorprefix, namestr, colorstr, ")", "^7") : strcat(colorprefix, namestr, "^7"));
2909 FOREACH_WORD(msgin, true,
2911 if(strdecolorize(it) == "/me")
2914 newmsgin = cons(newmsgin, newnamestr);
2917 newmsgin = cons(newmsgin, it);
2924 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
2925 privatemsgprefixlen = strlen(msgstr);
2926 msgstr = strcat(msgstr, msgin);
2927 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
2928 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
2934 //msgin = strreplace("/me", "", msgin);
2935 //msgin = substring(msgin, 3, strlen(msgin));
2936 //msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
2937 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
2940 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
2941 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
2947 //msgin = strreplace("/me", "", msgin);
2948 //msgin = substring(msgin, 3, strlen(msgin));
2949 //msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
2950 msgstr = strcat("\{1}^4* ^7", msgin);
2954 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
2955 msgstr = strcat(msgstr, msgin);
2959 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
2962 string fullmsgstr = msgstr;
2963 string fullcmsgstr = cmsgstr;
2967 var .float flood_field = floodcontrol_chat;
2968 if(floodcontrol && source)
2970 float flood_spl, flood_burst, flood_lmax;
2973 flood_spl = autocvar_g_chat_flood_spl_tell;
2974 flood_burst = autocvar_g_chat_flood_burst_tell;
2975 flood_lmax = autocvar_g_chat_flood_lmax_tell;
2976 flood_field = floodcontrol_chattell;
2980 flood_spl = autocvar_g_chat_flood_spl_team;
2981 flood_burst = autocvar_g_chat_flood_burst_team;
2982 flood_lmax = autocvar_g_chat_flood_lmax_team;
2983 flood_field = floodcontrol_chatteam;
2987 flood_spl = autocvar_g_chat_flood_spl;
2988 flood_burst = autocvar_g_chat_flood_burst;
2989 flood_lmax = autocvar_g_chat_flood_lmax;
2990 flood_field = floodcontrol_chat;
2992 flood_burst = max(0, flood_burst - 1);
2993 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
2995 // do flood control for the default line size
2998 getWrappedLine_remaining = msgstr;
3001 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
3003 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
3006 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
3008 if(getWrappedLine_remaining != "")
3010 msgstr = strcat(msgstr, "\n");
3014 if (time >= source.(flood_field))
3016 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
3021 msgstr = fullmsgstr;
3026 if (time >= source.(flood_field))
3027 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
3032 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
3033 source.(flood_field) = flood = 0;
3036 string sourcemsgstr, sourcecmsgstr;
3037 if(flood == 2) // cannot happen for empty msgstr
3039 if(autocvar_g_chat_flood_notify_flooder)
3041 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
3046 sourcemsgstr = fullmsgstr;
3047 sourcecmsgstr = fullcmsgstr;
3053 sourcemsgstr = msgstr;
3054 sourcecmsgstr = cmsgstr;
3057 if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer) && !game_stopped
3058 && (teamsay || CHAT_NOSPECTATORS()))
3060 teamsay = -1; // spectators
3064 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
3066 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
3068 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
3071 if(source && CS(source).muted)
3073 // always fake the message
3078 if (autocvar_g_chat_flood_notify_flooder)
3080 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
3091 if (privatesay && source && !(IS_PLAYER(source) || source.caplayer) && !game_stopped
3092 && (IS_PLAYER(privatesay) || privatesay.caplayer) && CHAT_NOSPECTATORS())
3094 ret = -1; // just hide the message completely
3097 MUTATOR_CALLHOOK(ChatMessage, source, ret);
3098 ret = M_ARGV(1, int);
3100 string event_log_msg = "";
3102 if(sourcemsgstr != "" && ret != 0)
3104 if(ret < 0) // faked message, because the player is muted
3106 sprint(source, sourcemsgstr);
3107 if(sourcecmsgstr != "" && !privatesay)
3108 centerprint(source, sourcecmsgstr);
3110 else if(privatesay) // private message, between 2 people only
3112 sprint(source, sourcemsgstr);
3113 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
3114 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
3116 sprint(privatesay, msgstr);
3118 centerprint(privatesay, cmsgstr);
3121 else if ( teamsay && CS(source).active_minigame )
3123 sprint(source, sourcemsgstr);
3124 dedicated_print(msgstr); // send to server console too
3125 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3128 event_log_msg = sprintf(":chat_minigame:%d:%s:%s", source.playerid, CS(source).active_minigame.netname, msgin);
3131 else if(teamsay > 0) // team message, only sent to team mates
3133 sprint(source, sourcemsgstr);
3134 dedicated_print(msgstr); // send to server console too
3135 if(sourcecmsgstr != "")
3136 centerprint(source, sourcecmsgstr);
3137 FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3140 centerprint(it, cmsgstr);
3142 event_log_msg = sprintf(":chat_team:%d:%d:%s", source.playerid, source.team, strreplace("\n", " ", msgin));
3144 else if(teamsay < 0) // spectator message, only sent to spectators
3146 sprint(source, sourcemsgstr);
3147 dedicated_print(msgstr); // send to server console too
3148 FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3151 event_log_msg = sprintf(":chat_spec:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3156 sprint(source, sourcemsgstr);
3157 dedicated_print(msgstr); // send to server console too
3158 MX_Say(strcat(playername(source, true), "^7: ", msgin));
3160 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
3163 event_log_msg = sprintf(":chat:%d:%s", source.playerid, strreplace("\n", " ", msgin));
3167 if (autocvar_sv_eventlog && (event_log_msg != "")) {
3168 GameLogEcho(event_log_msg);
3174 // hack to copy the button fields from the client entity to the Client State
3175 void PM_UpdateButtons(entity this, entity store)
3178 store.impulse = this.impulse;
3181 bool typing = this.buttonchat || this.button12;
3183 store.button0 = (typing) ? 0 : this.button0;
3185 store.button2 = (typing) ? 0 : this.button2;
3186 store.button3 = (typing) ? 0 : this.button3;
3187 store.button4 = this.button4;
3188 store.button5 = (typing) ? 0 : this.button5;
3189 store.button6 = this.button6;
3190 store.button7 = this.button7;
3191 store.button8 = this.button8;
3192 store.button9 = this.button9;
3193 store.button10 = this.button10;
3194 store.button11 = this.button11;
3195 store.button12 = this.button12;
3196 store.button13 = this.button13;
3197 store.button14 = this.button14;
3198 store.button15 = this.button15;
3199 store.button16 = this.button16;
3200 store.buttonuse = this.buttonuse;
3201 store.buttonchat = this.buttonchat;
3203 store.cursor_active = this.cursor_active;
3204 store.cursor_screen = this.cursor_screen;
3205 store.cursor_trace_start = this.cursor_trace_start;
3206 store.cursor_trace_endpos = this.cursor_trace_endpos;
3207 store.cursor_trace_ent = this.cursor_trace_ent;
3209 store.ping = this.ping;
3210 store.ping_packetloss = this.ping_packetloss;
3211 store.ping_movementloss = this.ping_movementloss;
3213 store.v_angle = this.v_angle;
3214 store.movement = this.movement;
3217 NET_HANDLE(fpsreport, bool)
3219 int fps = ReadShort();
3220 PlayerScore_Set(sender, SP_FPS, fps);