3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "anticheat.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "playerdemo.qh"
14 #include "spawnpoints.qh"
15 #include "resources.qh"
16 #include "g_damage.qh"
17 #include "handicap.qh"
19 #include "command/common.qh"
24 #include "campaign.qh"
25 #include "command/common.qh"
26 #include "scores_rules.qh"
30 #include "../common/ent_cs.qh"
31 #include "../common/wepent.qh"
32 #include <common/state.qh>
34 #include <common/effects/qc/globalsound.qh>
36 #include "../common/triggers/func/conveyor.qh"
37 #include "../common/triggers/teleporters.qh"
38 #include "../common/triggers/target/spawnpoint.qh"
40 #include "../common/vehicles/all.qh"
42 #include "weapons/hitplot.qh"
43 #include "weapons/weaponsystem.qh"
45 #include "../common/net_notice.qh"
46 #include "../common/net_linked.qh"
47 #include "../common/physics/player.qh"
49 #include "../common/items/_mod.qh"
51 #include "../common/mutators/mutator/waypoints/all.qh"
53 #include "../common/triggers/subs.qh"
54 #include "../common/triggers/triggers.qh"
55 #include "../common/triggers/trigger/secret.qh"
57 #include "../common/minigames/sv_minigames.qh"
59 #include "../common/items/inventory.qh"
61 #include "../common/monsters/sv_monsters.qh"
63 #include "../lib/warpzone/server.qh"
65 #include <common/mutators/mutator/overkill/oknex.qh>
67 STATIC_METHOD(Client, Add, void(Client this, int _team))
70 TRANSMUTE(Player, this);
73 PutClientInServer(this);
76 void PutObserverInServer(entity this);
78 STATIC_METHOD(Client, Remove, void(Client this))
80 TRANSMUTE(Observer, this);
81 PutClientInServer(this);
82 ClientDisconnect(this);
85 void send_CSQC_teamnagger() {
86 WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
89 int CountSpectators(entity player, entity to)
91 if(!player) { return 0; } // not sure how, but best to be safe
95 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
103 void WriteSpectators(entity player, entity to)
105 if(!player) { return; } // not sure how, but best to be safe
107 FOREACH_CLIENT(IS_REAL_CLIENT(it) && IS_SPEC(it) && it != to && it.enemy == player,
109 WriteByte(MSG_ENTITY, num_for_edict(it));
113 bool ClientData_Send(entity this, entity to, int sf)
115 assert(to == this.owner, return false);
118 if (IS_SPEC(e)) e = e.enemy;
121 if (CS(e).race_completed) sf |= BIT(0); // forced scoreboard
122 if (CS(to).spectatee_status) sf |= BIT(1); // spectator ent number follows
123 if (CS(e).zoomstate) sf |= BIT(2); // zoomed
124 if (autocvar_sv_showspectators) sf |= BIT(4); // show spectators
126 WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
127 WriteByte(MSG_ENTITY, sf);
130 WriteByte(MSG_ENTITY, CS(to).spectatee_status);
134 float specs = CountSpectators(e, to);
135 WriteByte(MSG_ENTITY, specs);
136 WriteSpectators(e, to);
142 void ClientData_Attach(entity this)
144 Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
145 CS(this).clientdata.drawonlytoclient = this;
146 CS(this).clientdata.owner = this;
149 void ClientData_Detach(entity this)
151 delete(CS(this).clientdata);
152 CS(this).clientdata = NULL;
155 void ClientData_Touch(entity e)
157 CS(e).clientdata.SendFlags = 1;
159 // make it spectatable
160 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, { CS(it).clientdata.SendFlags = 1; });
163 void SetSpectatee(entity this, entity spectatee);
164 void SetSpectatee_status(entity this, int spectatee_num);
171 Checks if the argument string can be a valid playermodel.
172 Returns a valid one in doubt.
175 string FallbackPlayerModel;
176 string CheckPlayerModel(string plyermodel) {
177 if(FallbackPlayerModel != cvar_defstring("_cl_playermodel"))
179 // note: we cannot summon Don Strunzone here, some player may
180 // still have the model string set. In case anyone manages how
181 // to change a cvar default, we'll have a small leak here.
182 FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
184 // only in right path
185 if( substring(plyermodel,0,14) != "models/player/")
186 return FallbackPlayerModel;
187 // only good file extensions
188 if(substring(plyermodel,-4,4) != ".zym")
189 if(substring(plyermodel,-4,4) != ".dpm")
190 if(substring(plyermodel,-4,4) != ".iqm")
191 if(substring(plyermodel,-4,4) != ".md3")
192 if(substring(plyermodel,-4,4) != ".psk")
193 return FallbackPlayerModel;
194 // forbid the LOD models
195 if(substring(plyermodel, -9,5) == "_lod1")
196 return FallbackPlayerModel;
197 if(substring(plyermodel, -9,5) == "_lod2")
198 return FallbackPlayerModel;
199 if(plyermodel != strtolower(plyermodel))
200 return FallbackPlayerModel;
201 // also, restrict to server models
202 if(autocvar_sv_servermodelsonly)
204 if(!fexists(plyermodel))
205 return FallbackPlayerModel;
210 void setplayermodel(entity e, string modelname)
212 precache_model(modelname);
213 _setmodel(e, modelname);
214 player_setupanimsformodel(e);
215 if(!autocvar_g_debug_globalsounds)
216 UpdatePlayerSounds(e);
219 void FixPlayermodel(entity player);
220 /** putting a client as observer in the server */
221 void PutObserverInServer(entity this)
223 bool mutator_returnvalue = MUTATOR_CALLHOOK(MakePlayerObserver, this);
224 PlayerState_detach(this);
231 Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
234 // was a player, recount votes and ready status
235 if(IS_REAL_CLIENT(this))
237 if (vote_called) { VoteCount(false); }
243 entity spot = SelectSpawnPoint(this, true);
244 if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
245 this.angles = vec2(spot.angles);
246 this.fixangle = true;
247 // offset it so that the spectator spawns higher off the ground, looks better this way
248 setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
249 if (IS_REAL_CLIENT(this))
252 WriteByte(MSG_ONE, SVC_SETVIEW);
253 WriteEntity(MSG_ONE, this);
255 // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY
256 // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"
257 if(!autocvar_g_debug_globalsounds)
259 // needed for player sounds
261 FixPlayermodel(this);
263 setmodel(this, MDL_Null);
264 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
265 this.view_ofs = '0 0 0';
268 RemoveGrapplingHooks(this);
269 Portal_ClearAll(this);
271 SetSpectatee(this, NULL);
276 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
280 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
282 WaypointSprite_PlayerDead(this);
284 if (mutator_returnvalue) {
285 // mutator prevents resetting teams+score
287 int oldteam = this.team;
288 this.team = -1; // move this as it is needed to log the player spectating in eventlog
289 MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
290 this.frags = FRAGS_SPECTATOR;
291 PlayerScore_Clear(this); // clear scores when needed
294 if (CS(this).killcount != FRAGS_SPECTATOR)
296 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
298 if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
299 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
301 if(!CS(this).just_joined)
302 LogTeamchange(this.playerid, -1, 4);
304 CS(this).just_joined = false;
307 accuracy_resend(this);
309 CS(this).spectatortime = time;
311 IL_REMOVE(g_bot_targets, this);
312 this.bot_attack = false;
313 this.hud = HUD_NORMAL;
314 TRANSMUTE(Observer, this);
315 this.iscreature = false;
316 this.teleportable = TELEPORT_SIMPLE;
317 if(this.damagedbycontents)
318 IL_REMOVE(g_damagedbycontents, this);
319 this.damagedbycontents = false;
320 this.health = FRAGS_SPECTATOR;
321 SetSpectatee_status(this, etof(this));
322 this.takedamage = DAMAGE_NO;
323 this.solid = SOLID_NOT;
324 set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
325 this.flags = FL_CLIENT | FL_NOTARGET;
326 this.armorvalue = 666;
328 this.armorvalue = autocvar_g_balance_armor_start;
329 this.pauserotarmor_finished = 0;
330 this.pauserothealth_finished = 0;
331 this.pauseregen_finished = 0;
332 this.damageforcescale = 0;
334 this.respawn_flags = 0;
335 this.respawn_time = 0;
336 this.stat_respawn_time = 0;
341 this.pain_finished = 0;
342 this.strength_finished = 0;
343 this.invincible_finished = 0;
344 this.superweapons_finished = 0;
347 setthink(this, func_null);
349 this.deadflag = DEAD_NO;
351 this.revive_progress = 0;
352 this.revival_time = 0;
355 this.weapons = '0 0 0';
356 this.drawonlytoclient = this;
360 //this.spawnpoint_targ = NULL; // keep it so they can return to where they were?
362 this.weaponmodel = "";
363 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365 this.weaponentities[slot] = NULL;
367 this.exteriorweaponentity = NULL;
368 CS(this).killcount = FRAGS_SPECTATOR;
369 this.velocity = '0 0 0';
370 this.avelocity = '0 0 0';
371 this.punchangle = '0 0 0';
372 this.punchvector = '0 0 0';
373 this.oldvelocity = this.velocity;
374 this.fire_endtime = -1;
375 this.event_damage = func_null;
377 for(int slot = 0; slot < MAX_AXH; ++slot)
379 entity axh = this.(AuxiliaryXhair[slot]);
380 this.(AuxiliaryXhair[slot]) = NULL;
382 if(axh.owner == this && axh != NULL && !wasfreed(axh))
387 int player_getspecies(entity this)
389 get_model_parameters(this.model, this.skin);
390 int s = get_model_parameters_species;
391 get_model_parameters(string_null, 0);
392 if (s < 0) return SPECIES_HUMAN;
396 .float model_randomizer;
397 void FixPlayermodel(entity player)
399 string defaultmodel = "";
401 if(autocvar_sv_defaultcharacter)
407 case NUM_TEAM_1: defaultmodel = autocvar_sv_defaultplayermodel_red; defaultskin = autocvar_sv_defaultplayerskin_red; break;
408 case NUM_TEAM_2: defaultmodel = autocvar_sv_defaultplayermodel_blue; defaultskin = autocvar_sv_defaultplayerskin_blue; break;
409 case NUM_TEAM_3: defaultmodel = autocvar_sv_defaultplayermodel_yellow; defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
410 case NUM_TEAM_4: defaultmodel = autocvar_sv_defaultplayermodel_pink; defaultskin = autocvar_sv_defaultplayerskin_pink; break;
414 if(defaultmodel == "")
416 defaultmodel = autocvar_sv_defaultplayermodel;
417 defaultskin = autocvar_sv_defaultplayerskin;
420 int n = tokenize_console(defaultmodel);
423 defaultmodel = argv(floor(n * CS(player).model_randomizer));
424 // However, do NOT randomize if the player-selected model is in the list.
425 for (int i = 0; i < n; ++i)
426 if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
427 defaultmodel = argv(i);
430 int i = strstrofs(defaultmodel, ":", 0);
433 defaultskin = stof(substring(defaultmodel, i+1, -1));
434 defaultmodel = substring(defaultmodel, 0, i);
437 if(autocvar_sv_defaultcharacterskin && !defaultskin)
443 case NUM_TEAM_1: defaultskin = autocvar_sv_defaultplayerskin_red; break;
444 case NUM_TEAM_2: defaultskin = autocvar_sv_defaultplayerskin_blue; break;
445 case NUM_TEAM_3: defaultskin = autocvar_sv_defaultplayerskin_yellow; break;
446 case NUM_TEAM_4: defaultskin = autocvar_sv_defaultplayerskin_pink; break;
451 defaultskin = autocvar_sv_defaultplayerskin;
454 MUTATOR_CALLHOOK(FixPlayermodel, defaultmodel, defaultskin, player);
455 defaultmodel = M_ARGV(0, string);
456 defaultskin = M_ARGV(1, int);
460 if(defaultmodel != "")
462 if (defaultmodel != player.model)
464 vector m1 = player.mins;
465 vector m2 = player.maxs;
466 setplayermodel (player, defaultmodel);
467 setsize (player, m1, m2);
471 oldskin = player.skin;
472 player.skin = defaultskin;
474 if (player.playermodel != player.model || player.playermodel == "")
476 player.playermodel = CheckPlayerModel(player.playermodel); // this is never "", so no endless loop
477 vector m1 = player.mins;
478 vector m2 = player.maxs;
479 setplayermodel (player, player.playermodel);
480 setsize (player, m1, m2);
484 if(!autocvar_sv_defaultcharacterskin)
486 oldskin = player.skin;
487 player.skin = stof(player.playerskin);
491 oldskin = player.skin;
492 player.skin = defaultskin;
496 if(chmdl || oldskin != player.skin) // model or skin has changed
498 player.species = player_getspecies(player); // update species
499 if(!autocvar_g_debug_globalsounds)
500 UpdatePlayerSounds(player); // update skin sounds
504 if(strlen(autocvar_sv_defaultplayercolors))
505 if(player.clientcolors != stof(autocvar_sv_defaultplayercolors))
506 setcolor(player, stof(autocvar_sv_defaultplayercolors));
509 void PutPlayerInServer(entity this)
511 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
513 PlayerState_attach(this);
514 accuracy_resend(this);
517 JoinBestTeam(this, true);
519 entity spot = SelectSpawnPoint(this, false);
521 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_NOSPAWNS);
522 return; // spawn failed
525 TRANSMUTE(Player, this);
527 CS(this).wasplayer = true;
528 this.iscreature = true;
529 this.teleportable = TELEPORT_NORMAL;
530 if(!this.damagedbycontents)
531 IL_PUSH(g_damagedbycontents, this);
532 this.damagedbycontents = true;
533 set_movetype(this, MOVETYPE_WALK);
534 this.solid = SOLID_SLIDEBOX;
535 this.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;
536 if (autocvar_g_playerclip_collisions)
537 this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
538 if (IS_BOT_CLIENT(this) && autocvar_g_botclip_collisions)
539 this.dphitcontentsmask |= DPCONTENTS_BOTCLIP;
540 this.frags = FRAGS_PLAYER;
541 if (INDEPENDENT_PLAYERS) MAKE_INDEPENDENT_PLAYER(this);
542 this.flags = FL_CLIENT | FL_PICKUPITEMS;
543 if (autocvar__notarget)
544 this.flags |= FL_NOTARGET;
545 this.takedamage = DAMAGE_AIM;
546 this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
549 this.ammo_shells = warmup_start_ammo_shells;
550 this.ammo_nails = warmup_start_ammo_nails;
551 this.ammo_rockets = warmup_start_ammo_rockets;
552 this.ammo_cells = warmup_start_ammo_cells;
553 this.ammo_plasma = warmup_start_ammo_plasma;
554 this.ammo_fuel = warmup_start_ammo_fuel;
555 this.health = warmup_start_health;
556 this.armorvalue = warmup_start_armorvalue;
557 this.weapons = WARMUP_START_WEAPONS;
559 this.ammo_shells = start_ammo_shells;
560 this.ammo_nails = start_ammo_nails;
561 this.ammo_rockets = start_ammo_rockets;
562 this.ammo_cells = start_ammo_cells;
563 this.ammo_plasma = start_ammo_plasma;
564 this.ammo_fuel = start_ammo_fuel;
565 this.health = start_health;
566 this.armorvalue = start_armorvalue;
567 this.weapons = start_weapons;
568 if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
570 GiveRandomWeapons(this, random_start_weapons_count,
571 autocvar_g_random_start_weapons, random_start_ammo);
574 SetSpectatee_status(this, 0);
576 PS(this).dual_weapons = '0 0 0';
578 this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
580 this.items = start_items;
582 this.spawnshieldtime = time + autocvar_g_spawnshieldtime;
583 this.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot_spawn;
584 this.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot_spawn;
585 this.pauserotfuel_finished = time + autocvar_g_balance_pause_fuel_rot_spawn;
586 this.pauseregen_finished = time + autocvar_g_balance_pause_health_regen_spawn;
587 if (!sv_ready_restart_after_countdown && time < game_starttime)
589 float f = game_starttime - time;
590 this.spawnshieldtime += f;
591 this.pauserotarmor_finished += f;
592 this.pauserothealth_finished += f;
593 this.pauseregen_finished += f;
596 this.damageforcescale = 2;
598 this.respawn_flags = 0;
599 this.respawn_time = 0;
600 this.stat_respawn_time = 0;
601 this.scale = autocvar_sv_player_scale;
604 this.pain_finished = 0;
606 setthink(this, func_null); // players have no think function
609 PS(this).ballistics_density = autocvar_g_ballistics_density_player;
611 this.deadflag = DEAD_NO;
613 this.angles = spot.angles;
614 this.angles_z = 0; // never spawn tilted even if the spot says to
615 if (IS_BOT_CLIENT(this))
616 this.v_angle = this.angles;
617 this.fixangle = true; // turn this way immediately
618 this.oldvelocity = this.velocity = '0 0 0';
619 this.avelocity = '0 0 0';
620 this.punchangle = '0 0 0';
621 this.punchvector = '0 0 0';
623 this.strength_finished = 0;
624 this.invincible_finished = 0;
625 this.fire_endtime = -1;
626 this.revive_progress = 0;
627 this.revival_time = 0;
629 this.air_finished = time + 12;
630 this.waterlevel = WATERLEVEL_NONE;
631 this.watertype = CONTENT_EMPTY;
633 entity spawnevent = new_pure(spawnevent);
634 spawnevent.owner = this;
635 Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
637 // Cut off any still running player sounds.
638 stopsound(this, CH_PLAYER_SINGLE);
641 FixPlayermodel(this);
642 this.drawonlytoclient = NULL;
646 for(int slot = 0; slot < MAX_AXH; ++slot)
648 entity axh = this.(AuxiliaryXhair[slot]);
649 this.(AuxiliaryXhair[slot]) = NULL;
651 if(axh.owner == this && axh != NULL && !wasfreed(axh))
655 this.spawnpoint_targ = NULL;
658 this.view_ofs = STAT(PL_VIEW_OFS, this);
659 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
660 this.spawnorigin = spot.origin;
661 setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
662 // don't reset back to last position, even if new position is stuck in solid
663 this.oldorigin = this.origin;
665 IL_REMOVE(g_conveyed, this);
666 this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
667 this.hud = HUD_NORMAL;
669 this.event_damage = PlayerDamage;
672 IL_PUSH(g_bot_targets, this);
673 this.bot_attack = true;
674 if(!this.monster_attack)
675 IL_PUSH(g_monster_targets, this);
676 this.monster_attack = true;
677 navigation_dynamicgoal_init(this, false);
679 PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
681 // player was spectator
682 if (CS(this).killcount == FRAGS_SPECTATOR) {
683 PlayerScore_Clear(this);
684 CS(this).killcount = 0;
685 CS(this).startplaytime = time;
688 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
690 .entity weaponentity = weaponentities[slot];
691 entity oldwep = this.(weaponentity);
692 CL_SpawnWeaponentity(this, weaponentity);
693 if(oldwep && oldwep.owner == this)
694 this.(weaponentity).m_gunalign = oldwep.m_gunalign;
696 this.alpha = default_player_alpha;
697 this.colormod = '1 1 1' * autocvar_g_player_brightness;
698 this.exteriorweaponentity.alpha = default_weapon_alpha;
700 this.speedrunning = false;
702 target_voicescript_clear(this);
704 // reset fields the weapons may use
705 FOREACH(Weapons, true, {
706 it.wr_resetplayer(it, this);
707 // reload all reloadable weapons
708 if (it.spawnflags & WEP_FLAG_RELOADABLE) {
709 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
711 .entity weaponentity = weaponentities[slot];
712 this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
718 string s = spot.target;
719 spot.target = string_null;
720 SUB_UseTargets(spot, this, NULL);
726 MUTATOR_CALLHOOK(PlayerSpawn, this, spot);
728 if (autocvar_spawn_debug)
730 sprint(this, strcat("spawnpoint origin: ", vtos(spot.origin), "\n"));
731 delete(spot); // usefull for checking if there are spawnpoints, that let drop through the floor
734 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
736 .entity weaponentity = weaponentities[slot];
737 if(slot == 0 || autocvar_g_weaponswitch_debug == 1)
738 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);
740 this.(weaponentity).m_switchweapon = WEP_Null;
741 this.(weaponentity).m_weapon = WEP_Null;
742 this.(weaponentity).weaponname = "";
743 this.(weaponentity).m_switchingweapon = WEP_Null;
744 this.(weaponentity).cnt = -1;
747 MUTATOR_CALLHOOK(PlayerWeaponSelect, this);
749 if (!warmup_stage && !this.alivetime)
750 this.alivetime = time;
752 antilag_clear(this, CS(this));
755 /** Called when a client spawns in the server */
756 void PutClientInServer(entity this)
758 if (IS_BOT_CLIENT(this)) {
759 TRANSMUTE(Player, this);
760 } else if (IS_REAL_CLIENT(this)) {
762 WriteByte(MSG_ONE, SVC_SETVIEW);
763 WriteEntity(MSG_ONE, this);
766 TRANSMUTE(Observer, this);
768 SetSpectatee(this, NULL);
772 PS(this).itemkeys = 0;
774 MUTATOR_CALLHOOK(PutClientInServer, this);
776 if (IS_OBSERVER(this)) {
777 PutObserverInServer(this);
778 } else if (IS_PLAYER(this)) {
779 PutPlayerInServer(this);
783 void ClientInit_misc(entity this);
785 // TODO do we need all these fields, or should we stop autodetecting runtime
786 // changes and just have a console command to update this?
787 bool ClientInit_SendEntity(entity this, entity to, int sf)
789 WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
792 // MSG_INIT replacement
793 // TODO: make easier to use
795 W_PROP_reload(MSG_ONE, to);
796 ClientInit_misc(this);
797 MUTATOR_CALLHOOK(Ent_Init);
799 void ClientInit_misc(entity this)
801 int channel = MSG_ONE;
802 WriteHeader(channel, ENT_CLIENT_INIT);
803 WriteByte(channel, g_nexball_meter_period * 32);
804 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
805 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
806 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
807 WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
808 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
809 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
810 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
811 WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
813 if(sv_foginterval && world.fog != "")
814 WriteString(channel, world.fog);
816 WriteString(channel, "");
817 WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
818 WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
819 WriteByte(channel, serverflags);
820 WriteCoord(channel, autocvar_g_trueaim_minrange);
823 void ClientInit_CheckUpdate(entity this)
825 this.nextthink = time;
826 if(this.count != autocvar_g_balance_armor_blockpercent)
828 this.count = autocvar_g_balance_armor_blockpercent;
831 if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
833 this.cnt = autocvar_g_balance_damagepush_speedfactor;
838 void ClientInit_Spawn()
840 entity e = new_pure(clientinit);
841 setthink(e, ClientInit_CheckUpdate);
842 Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
844 ClientInit_CheckUpdate(e);
854 // initialize parms for a new player
855 parm1 = -(86400 * 366);
857 MUTATOR_CALLHOOK(SetNewParms);
865 void SetChangeParms (entity this)
867 // save parms for level change
868 parm1 = CS(this).parm_idlesince - time;
870 MUTATOR_CALLHOOK(SetChangeParms);
878 void DecodeLevelParms(entity this)
881 CS(this).parm_idlesince = parm1;
882 if (CS(this).parm_idlesince == -(86400 * 366))
883 CS(this).parm_idlesince = time;
885 // whatever happens, allow 60 seconds of idling directly after connect for map loading
886 CS(this).parm_idlesince = max(CS(this).parm_idlesince, time - sv_maxidle + 60);
888 MUTATOR_CALLHOOK(DecodeLevelParms);
895 Called when a client types 'kill' in the console
899 .float clientkill_nexttime;
900 void ClientKill_Now_TeamChange(entity this)
902 if(this.killindicator_teamchange == -1)
904 JoinBestTeam( this, true );
906 else if(this.killindicator_teamchange == -2)
909 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
910 PutObserverInServer(this);
913 SV_ChangeTeam(this, this.killindicator_teamchange - 1);
914 this.killindicator_teamchange = 0;
917 void ClientKill_Now(entity this)
921 vehicles_exit(this.vehicle, VHEF_RELEASE);
922 if(!this.killindicator_teamchange)
924 this.vehicle_health = -1;
925 Damage(this, this, this, 1 , DEATH_KILL.m_id, this.origin, '0 0 0');
929 if(this.killindicator && !wasfreed(this.killindicator))
930 delete(this.killindicator);
932 this.killindicator = NULL;
934 if(this.killindicator_teamchange)
935 ClientKill_Now_TeamChange(this);
937 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
939 Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
942 // now I am sure the player IS dead
944 void KillIndicator_Think(entity this)
948 this.owner.killindicator = NULL;
953 if (this.owner.alpha < 0 && !this.owner.vehicle)
955 this.owner.killindicator = NULL;
962 ClientKill_Now(this.owner);
965 else if(this.health == 1) // health == 1 means that it's silent
967 this.nextthink = time + 1;
973 setmodel(this, MDL_NUM(this.cnt));
974 if(IS_REAL_CLIENT(this.owner))
977 { Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt)); }
979 this.nextthink = time + 1;
984 float clientkilltime;
985 void ClientKill_TeamChange (entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
993 killtime = autocvar_g_balance_kill_delay;
995 if(MUTATOR_CALLHOOK(ClientKill, this, killtime))
997 killtime = M_ARGV(1, float);
999 this.killindicator_teamchange = targetteam;
1001 if(!this.killindicator)
1005 killtime = max(killtime, this.clientkill_nexttime - time);
1006 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
1009 if(killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
1011 ClientKill_Now(this);
1015 starttime = max(time, clientkilltime);
1017 this.killindicator = spawn();
1018 this.killindicator.owner = this;
1019 this.killindicator.scale = 0.5;
1020 setattachment(this.killindicator, this, "");
1021 setorigin(this.killindicator, '0 0 52');
1022 setthink(this.killindicator, KillIndicator_Think);
1023 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
1024 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
1025 this.killindicator.cnt = ceil(killtime);
1026 this.killindicator.count = bound(0, ceil(killtime), 10);
1027 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
1029 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
1031 it.killindicator = spawn();
1032 it.killindicator.owner = it;
1033 it.killindicator.scale = 0.5;
1034 setattachment(it.killindicator, it, "");
1035 setorigin(it.killindicator, '0 0 52');
1036 setthink(it.killindicator, KillIndicator_Think);
1037 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
1038 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
1039 it.killindicator.cnt = ceil(killtime);
1044 if(this.killindicator)
1046 if(targetteam == 0) // just die
1048 this.killindicator.colormod = '0 0 0';
1049 if(IS_REAL_CLIENT(this))
1050 if(this.killindicator.cnt > 0)
1051 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SUICIDE, this.killindicator.cnt);
1053 else if(targetteam == -1) // auto
1055 this.killindicator.colormod = '0 1 0';
1056 if(IS_REAL_CLIENT(this))
1057 if(this.killindicator.cnt > 0)
1058 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_AUTO, this.killindicator.cnt);
1060 else if(targetteam == -2) // spectate
1062 this.killindicator.colormod = '0.5 0.5 0.5';
1063 if(IS_REAL_CLIENT(this))
1064 if(this.killindicator.cnt > 0)
1065 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_TEAMCHANGE_SPECTATE, this.killindicator.cnt);
1069 this.killindicator.colormod = Team_ColorRGB(targetteam);
1070 if(IS_REAL_CLIENT(this))
1071 if(this.killindicator.cnt > 0)
1072 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE), this.killindicator.cnt);
1078 void ClientKill (entity this)
1080 if(game_stopped) return;
1081 if(this.player_blocked) return;
1082 if(STAT(FROZEN, this)) return;
1084 ClientKill_TeamChange(this, 0);
1087 void FixClientCvars(entity e)
1089 // send prediction settings to the client
1090 stuffcmd(e, "\nin_bindmap 0 0\n");
1091 if(autocvar_g_antilag == 3) // client side hitscan
1092 stuffcmd(e, "cl_cmd settemp cl_prydoncursor_notrace 0\n");
1093 if(autocvar_sv_gentle)
1094 stuffcmd(e, "cl_cmd settemp cl_gentle 1\n");
1096 stuffcmd(e, sprintf("\ncl_jumpspeedcap_min \"%s\"\n", autocvar_sv_jumpspeedcap_min));
1097 stuffcmd(e, sprintf("\ncl_jumpspeedcap_max \"%s\"\n", autocvar_sv_jumpspeedcap_max));
1099 MUTATOR_CALLHOOK(FixClientCvars, e);
1102 bool findinlist_abbrev(string tofind, string list)
1104 if(list == "" || tofind == "")
1105 return false; // empty list or search, just return
1107 // this function allows abbreviated strings!
1108 FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
1116 bool PlayerInIPList(entity p, string iplist)
1118 // some safety checks (never allow local?)
1119 if(p.netaddress == "local" || p.netaddress == "" || !IS_REAL_CLIENT(p))
1122 return findinlist_abbrev(p.netaddress, iplist);
1125 bool PlayerInIDList(entity p, string idlist)
1127 // NOTE: we do NOT check crypto_idfp_signed here, an unsigned ID is fine too for this
1131 return findinlist_abbrev(p.crypto_idfp, idlist);
1134 bool PlayerInList(entity player, string list)
1136 return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
1139 #ifdef DP_EXT_PRECONNECT
1144 Called once (not at each match start) when a client begins a connection to the server
1147 void ClientPreConnect(entity this)
1149 if(autocvar_sv_eventlog)
1151 GameLogEcho(sprintf(":connect:%d:%d:%s",
1154 ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot")
1164 Called when a client connects to the server
1167 void ClientConnect(entity this)
1169 if (Ban_MaybeEnforceBanOnce(this)) return;
1170 assert(!IS_CLIENT(this), return);
1171 this.flags |= FL_CLIENT;
1172 assert(player_count >= 0, player_count = 0);
1175 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_WATERMARK, WATERMARK);
1177 TRANSMUTE(Client, this);
1178 CS(this).version_nagtime = time + 10 + random() * 10;
1180 // identify the right forced team
1181 if (autocvar_g_campaign)
1183 if (IS_REAL_CLIENT(this)) // only players, not bots
1185 switch (autocvar_g_campaign_forceteam)
1187 case 1: this.team_forced = NUM_TEAM_1; break;
1188 case 2: this.team_forced = NUM_TEAM_2; break;
1189 case 3: this.team_forced = NUM_TEAM_3; break;
1190 case 4: this.team_forced = NUM_TEAM_4; break;
1191 default: this.team_forced = 0;
1195 else if (PlayerInList(this, autocvar_g_forced_team_red)) this.team_forced = NUM_TEAM_1;
1196 else if (PlayerInList(this, autocvar_g_forced_team_blue)) this.team_forced = NUM_TEAM_2;
1197 else if (PlayerInList(this, autocvar_g_forced_team_yellow)) this.team_forced = NUM_TEAM_3;
1198 else if (PlayerInList(this, autocvar_g_forced_team_pink)) this.team_forced = NUM_TEAM_4;
1199 else switch (autocvar_g_forced_team_otherwise)
1201 default: this.team_forced = 0; break;
1202 case "red": this.team_forced = NUM_TEAM_1; break;
1203 case "blue": this.team_forced = NUM_TEAM_2; break;
1204 case "yellow": this.team_forced = NUM_TEAM_3; break;
1205 case "pink": this.team_forced = NUM_TEAM_4; break;
1208 this.team_forced = -1;
1211 if (!teamplay && this.team_forced > 0) this.team_forced = 0;
1213 int playerid_save = this.playerid;
1214 this.playerid = 0; // silent
1215 JoinBestTeam(this, false); // if the team number is valid, keep it
1216 this.playerid = playerid_save;
1218 if (autocvar_sv_spectate || autocvar_g_campaign || this.team_forced < 0) {
1219 TRANSMUTE(Observer, this);
1221 if (!teamplay || autocvar_g_balance_teams) {
1222 TRANSMUTE(Player, this);
1223 campaign_bots_may_start = true;
1225 TRANSMUTE(Observer, this); // do it anyway
1229 PlayerStats_GameReport_AddEvent(sprintf("kills-%d", this.playerid));
1231 // always track bots, don't ask for cl_allow_uidtracking
1232 if (IS_BOT_CLIENT(this))
1233 PlayerStats_GameReport_AddPlayer(this);
1235 CS(this).allowed_timeouts = autocvar_sv_timeout_number;
1237 if (autocvar_sv_eventlog)
1238 GameLogEcho(strcat(":join:", ftos(this.playerid), ":", ftos(etof(this)), ":", ((IS_REAL_CLIENT(this)) ? this.netaddress : "bot"), ":", playername(this, false)));
1240 LogTeamchange(this.playerid, this.team, 1);
1242 CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
1244 if(teamplay && IS_PLAYER(this))
1245 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
1247 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_CONNECT, this.netname);
1249 stuffcmd(this, clientstuff, "\n");
1250 stuffcmd(this, "cl_particles_reloadeffects\n"); // TODO do we still need this?
1252 FixClientCvars(this);
1254 // get version info from player
1255 stuffcmd(this, "cmd clientversion $gameversion\n");
1257 // notify about available teams
1260 CheckAllowedTeams(this);
1262 if (c1 >= 0) t |= BIT(0);
1263 if (c2 >= 0) t |= BIT(1);
1264 if (c3 >= 0) t |= BIT(2);
1265 if (c4 >= 0) t |= BIT(3);
1266 stuffcmd(this, sprintf("set _teams_available %d\n", t));
1270 stuffcmd(this, "set _teams_available 0\n");
1273 bot_relinkplayerlist();
1275 CS(this).spectatortime = time;
1276 if (blockSpectators)
1278 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
1281 CS(this).jointime = time;
1283 if (IS_REAL_CLIENT(this))
1285 if (g_weaponarena_weapons == WEPSET(TUBA))
1286 stuffcmd(this, "cl_cmd settemp chase_active 1\n");
1289 if (!sv_foginterval && world.fog != "")
1290 stuffcmd(this, strcat("\nfog ", world.fog, "\nr_fog_exp2 0\nr_drawfog 1\n"));
1292 if (autocvar_sv_teamnagger && !(autocvar_bot_vs_human && AvailableTeams() == 2))
1293 if(!MUTATOR_CALLHOOK(HideTeamNagger, this))
1294 send_CSQC_teamnagger();
1296 CSQCMODEL_AUTOINIT(this);
1298 CS(this).model_randomizer = random();
1300 if (IS_REAL_CLIENT(this))
1301 sv_notice_join(this);
1303 // update physics stats (players can spawn before physics runs)
1304 Physics_UpdateStats(this);
1306 IL_EACH(g_initforplayer, it.init_for_player, {
1307 it.init_for_player(it, this);
1310 Handicap_Initialize(this);
1312 MUTATOR_CALLHOOK(ClientConnect, this);
1314 if (IS_REAL_CLIENT(this))
1316 if (!autocvar_g_campaign && !IS_PLAYER(this))
1318 CS(this).motd_actived_time = -1;
1319 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
1327 Called when a client disconnects from the server
1330 .entity chatbubbleentity;
1332 void ClientDisconnect(entity this)
1334 assert(IS_CLIENT(this), return);
1336 PlayerStats_GameReport_FinalizePlayer(this);
1337 if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
1338 if (CS(this).active_minigame) part_minigame(this);
1339 if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
1341 if (autocvar_sv_eventlog)
1342 GameLogEcho(strcat(":part:", ftos(this.playerid)));
1344 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_DISCONNECT, this.netname);
1347 SetSpectatee(this, NULL);
1349 MUTATOR_CALLHOOK(ClientDisconnect, this);
1351 if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
1352 ClientState_detach(this);
1354 Portal_ClearAll(this);
1358 RemoveGrapplingHooks(this);
1360 // Here, everything has been done that requires this player to be a client.
1362 this.flags &= ~FL_CLIENT;
1364 if (this.chatbubbleentity) delete(this.chatbubbleentity);
1365 if (this.killindicator) delete(this.killindicator);
1367 WaypointSprite_PlayerGone(this);
1369 bot_relinkplayerlist();
1371 if (this.clientstatus) strunzone(this.clientstatus);
1372 if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
1373 if (this.personal) delete(this.personal);
1377 if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
1382 void ChatBubbleThink(entity this)
1384 this.nextthink = time;
1385 if ((this.owner.alpha < 0) || this.owner.chatbubbleentity != this)
1387 if(this.owner) // but why can that ever be NULL?
1388 this.owner.chatbubbleentity = NULL;
1395 if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
1397 if ( CS(this.owner).active_minigame )
1398 this.mdl = "models/sprites/minigame_busy.iqm";
1399 else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
1400 this.mdl = "models/misc/chatbubble.spr";
1403 if ( this.model != this.mdl )
1404 _setmodel(this, this.mdl);
1408 void UpdateChatBubble(entity this)
1412 // spawn a chatbubble entity if needed
1413 if (!this.chatbubbleentity)
1415 this.chatbubbleentity = new(chatbubbleentity);
1416 this.chatbubbleentity.owner = this;
1417 this.chatbubbleentity.exteriormodeltoclient = this;
1418 setthink(this.chatbubbleentity, ChatBubbleThink);
1419 this.chatbubbleentity.nextthink = time;
1420 setmodel(this.chatbubbleentity, MDL_CHAT); // precision set below
1421 //setorigin(this.chatbubbleentity, this.origin + '0 0 15' + this.maxs_z * '0 0 1');
1422 setorigin(this.chatbubbleentity, '0 0 15' + this.maxs_z * '0 0 1');
1423 setattachment(this.chatbubbleentity, this, ""); // sticks to moving player better, also conserves bandwidth
1424 this.chatbubbleentity.mdl = this.chatbubbleentity.model;
1425 //this.chatbubbleentity.model = "";
1426 this.chatbubbleentity.effects = EF_LOWPRECISION;
1431 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
1432 // added to the model skins
1433 /*void UpdateColorModHack()
1436 c = this.clientcolors & 15;
1437 // LordHavoc: only bothering to support white, green, red, yellow, blue
1438 if (!teamplay) this.colormod = '0 0 0';
1439 else if (c == 0) this.colormod = '1.00 1.00 1.00';
1440 else if (c == 3) this.colormod = '0.10 1.73 0.10';
1441 else if (c == 4) this.colormod = '1.73 0.10 0.10';
1442 else if (c == 12) this.colormod = '1.22 1.22 0.10';
1443 else if (c == 13) this.colormod = '0.10 0.10 1.73';
1444 else this.colormod = '1 1 1';
1447 void respawn(entity this)
1449 if(this.alpha >= 0 && autocvar_g_respawn_ghosts)
1451 this.solid = SOLID_NOT;
1452 this.takedamage = DAMAGE_NO;
1453 set_movetype(this, MOVETYPE_FLY);
1454 this.velocity = '0 0 1' * autocvar_g_respawn_ghosts_speed;
1455 this.avelocity = randomvec() * autocvar_g_respawn_ghosts_speed * 3 - randomvec() * autocvar_g_respawn_ghosts_speed * 3;
1456 this.effects |= CSQCMODEL_EF_RESPAWNGHOST;
1457 Send_Effect(EFFECT_RESPAWN_GHOST, this.origin, '0 0 0', 1);
1458 if(autocvar_g_respawn_ghosts_maxtime)
1459 SUB_SetFade (this, time + autocvar_g_respawn_ghosts_maxtime / 2 + random () * (autocvar_g_respawn_ghosts_maxtime - autocvar_g_respawn_ghosts_maxtime / 2), 1.5);
1464 this.effects |= EF_NODRAW; // prevent another CopyBody
1465 PutClientInServer(this);
1468 void play_countdown(entity this, float finished, Sound samp)
1471 if(IS_REAL_CLIENT(this))
1472 if(floor(finished - time - frametime) != floor(finished - time))
1473 if(finished - time < 6)
1474 sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
1477 void player_powerups(entity this)
1479 // add a way to see what the items were BEFORE all of these checks for the mutator hook
1480 int items_prev = this.items;
1482 if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
1483 this.modelflags |= MF_ROCKET;
1485 this.modelflags &= ~MF_ROCKET;
1487 this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
1489 if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
1492 Fire_ApplyDamage(this);
1493 Fire_ApplyEffect(this);
1497 if (this.items & ITEM_Strength.m_itemid)
1499 play_countdown(this, this.strength_finished, SND_POWEROFF);
1500 this.effects = this.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
1501 if (time > this.strength_finished)
1503 this.items = this.items - (this.items & ITEM_Strength.m_itemid);
1504 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_STRENGTH, this.netname);
1505 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_STRENGTH);
1510 if (time < this.strength_finished)
1512 this.items = this.items | ITEM_Strength.m_itemid;
1514 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_STRENGTH, this.netname);
1515 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_STRENGTH);
1518 if (this.items & ITEM_Shield.m_itemid)
1520 play_countdown(this, this.invincible_finished, SND_POWEROFF);
1521 this.effects = this.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
1522 if (time > this.invincible_finished)
1524 this.items = this.items - (this.items & ITEM_Shield.m_itemid);
1525 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERDOWN_SHIELD, this.netname);
1526 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERDOWN_SHIELD);
1531 if (time < this.invincible_finished)
1533 this.items = this.items | ITEM_Shield.m_itemid;
1535 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_POWERUP_SHIELD, this.netname);
1536 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_POWERUP_SHIELD);
1539 if (this.items & IT_SUPERWEAPON)
1541 if (!(this.weapons & WEPSET_SUPERWEAPONS))
1543 this.superweapons_finished = 0;
1544 this.items = this.items - (this.items & IT_SUPERWEAPON);
1545 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_LOST, this.netname);
1546 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_LOST);
1548 else if (this.items & IT_UNLIMITED_SUPERWEAPONS)
1550 // don't let them run out
1554 play_countdown(this, this.superweapons_finished, SND_POWEROFF);
1555 if (time > this.superweapons_finished)
1557 this.items = this.items - (this.items & IT_SUPERWEAPON);
1558 this.weapons &= ~WEPSET_SUPERWEAPONS;
1559 //Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_BROKEN, this.netname);
1560 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_BROKEN);
1564 else if(this.weapons & WEPSET_SUPERWEAPONS)
1566 if (time < this.superweapons_finished || (this.items & IT_UNLIMITED_SUPERWEAPONS))
1568 this.items = this.items | IT_SUPERWEAPON;
1570 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_SUPERWEAPON_PICKUP, this.netname);
1571 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_SUPERWEAPON_PICKUP);
1575 this.superweapons_finished = 0;
1576 this.weapons &= ~WEPSET_SUPERWEAPONS;
1581 this.superweapons_finished = 0;
1585 if(autocvar_g_nodepthtestplayers)
1586 this.effects = this.effects | EF_NODEPTHTEST;
1588 if(autocvar_g_fullbrightplayers)
1589 this.effects = this.effects | EF_FULLBRIGHT;
1591 if (time >= game_starttime)
1592 if (time < this.spawnshieldtime)
1593 this.effects = this.effects | (EF_ADDITIVE | EF_FULLBRIGHT);
1595 MUTATOR_CALLHOOK(PlayerPowerups, this, items_prev);
1598 float CalcRegen(float current, float stable, float regenfactor, float regenframetime)
1600 if(current > stable)
1602 else if(current > stable - 0.25) // when close enough, "snap"
1605 return min(stable, current + (stable - current) * regenfactor * regenframetime);
1608 float CalcRot(float current, float stable, float rotfactor, float rotframetime)
1610 if(current < stable)
1612 else if(current < stable + 0.25) // when close enough, "snap"
1615 return max(stable, current + (stable - current) * rotfactor * rotframetime);
1618 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)
1620 if(current > rotstable)
1622 if(rotframetime > 0)
1624 current = CalcRot(current, rotstable, rotfactor, rotframetime);
1625 current = max(rotstable, current - rotlinear * rotframetime);
1628 else if(current < regenstable)
1630 if(regenframetime > 0)
1632 current = CalcRegen(current, regenstable, regenfactor, regenframetime);
1633 current = min(regenstable, current + regenlinear * regenframetime);
1643 void player_regen(entity this)
1645 float max_mod, regen_mod, rot_mod, limit_mod;
1646 max_mod = regen_mod = rot_mod = limit_mod = 1;
1648 float regen_health = autocvar_g_balance_health_regen;
1649 float regen_health_linear = autocvar_g_balance_health_regenlinear;
1650 float regen_health_rot = autocvar_g_balance_health_rot;
1651 float regen_health_rotlinear = autocvar_g_balance_health_rotlinear;
1652 float regen_health_stable = autocvar_g_balance_health_regenstable;
1653 float regen_health_rotstable = autocvar_g_balance_health_rotstable;
1654 bool mutator_returnvalue = MUTATOR_CALLHOOK(PlayerRegen, this, max_mod, regen_mod, rot_mod, limit_mod, regen_health, regen_health_linear, regen_health_rot,
1655 regen_health_rotlinear, regen_health_stable, regen_health_rotstable);
1656 max_mod = M_ARGV(1, float);
1657 regen_mod = M_ARGV(2, float);
1658 rot_mod = M_ARGV(3, float);
1659 limit_mod = M_ARGV(4, float);
1660 regen_health = M_ARGV(5, float);
1661 regen_health_linear = M_ARGV(6, float);
1662 regen_health_rot = M_ARGV(7, float);
1663 regen_health_rotlinear = M_ARGV(8, float);
1664 regen_health_stable = M_ARGV(9, float);
1665 regen_health_rotstable = M_ARGV(10, float);
1667 if(!mutator_returnvalue)
1668 if(!STAT(FROZEN, this))
1670 float mina, maxa, limith, limita;
1671 maxa = autocvar_g_balance_armor_rotstable;
1672 mina = autocvar_g_balance_armor_regenstable;
1673 limith = GetResourceLimit(this, RESOURCE_HEALTH);
1674 limita = GetResourceLimit(this, RESOURCE_ARMOR);
1676 regen_health_rotstable = regen_health_rotstable * max_mod;
1677 regen_health_stable = regen_health_stable * max_mod;
1678 limith = limith * limit_mod;
1679 limita = limita * limit_mod;
1681 this.armorvalue = CalcRotRegen(this.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > this.pauserotarmor_finished), limita);
1682 this.health = CalcRotRegen(this.health, regen_health_stable, regen_health, regen_health_linear, regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear, rot_mod * frametime * (time > this.pauserothealth_finished), limith);
1685 // if player rotted to death... die!
1686 // check this outside above checks, as player may still be able to rot to death
1690 vehicles_exit(this.vehicle, VHEF_RELEASE);
1691 if(this.event_damage)
1692 this.event_damage(this, this, this, 1, DEATH_ROT.m_id, this.origin, '0 0 0');
1695 if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
1697 float minf, maxf, limitf;
1699 maxf = autocvar_g_balance_fuel_rotstable;
1700 minf = autocvar_g_balance_fuel_regenstable;
1701 limitf = GetResourceLimit(this, RESOURCE_FUEL);
1703 this.ammo_fuel = CalcRotRegen(this.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf);
1705 // Ugly hack to make sure the health and armor don't go beyond hard limit.
1706 // TODO: Remove this hack when all code uses GivePlayerHealth and
1708 if (this.health > RESOURCE_AMOUNT_HARD_LIMIT)
1710 this.health = RESOURCE_AMOUNT_HARD_LIMIT;
1712 if (this.armorvalue > RESOURCE_AMOUNT_HARD_LIMIT)
1714 this.armorvalue = RESOURCE_AMOUNT_HARD_LIMIT;
1720 void SetZoomState(entity this, float newzoom)
1722 if(newzoom != CS(this).zoomstate)
1724 CS(this).zoomstate = newzoom;
1725 ClientData_Touch(this);
1727 zoomstate_set = true;
1730 void GetPressedKeys(entity this)
1732 MUTATOR_CALLHOOK(GetPressedKeys, this);
1733 int keys = STAT(PRESSED_KEYS, this);
1734 keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
1735 keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
1736 keys = BITSET(keys, KEY_RIGHT, CS(this).movement.y > 0);
1737 keys = BITSET(keys, KEY_LEFT, CS(this).movement.y < 0);
1739 keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
1740 keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
1741 keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
1742 keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
1743 CS(this).pressedkeys = keys; // store for other users
1745 STAT(PRESSED_KEYS, this) = keys;
1749 ======================
1750 spectate mode routines
1751 ======================
1754 void SpectateCopy(entity this, entity spectatee)
1756 TC(Client, this); TC(Client, spectatee);
1758 MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
1759 PS(this) = PS(spectatee);
1760 this.armortype = spectatee.armortype;
1761 this.armorvalue = spectatee.armorvalue;
1762 this.ammo_cells = spectatee.ammo_cells;
1763 this.ammo_plasma = spectatee.ammo_plasma;
1764 this.ammo_shells = spectatee.ammo_shells;
1765 this.ammo_nails = spectatee.ammo_nails;
1766 this.ammo_rockets = spectatee.ammo_rockets;
1767 this.ammo_fuel = spectatee.ammo_fuel;
1768 this.clip_load = spectatee.clip_load;
1769 this.clip_size = spectatee.clip_size;
1770 this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
1771 this.health = spectatee.health;
1772 CS(this).impulse = 0;
1773 this.items = spectatee.items;
1774 this.last_pickup = spectatee.last_pickup;
1775 this.hit_time = spectatee.hit_time;
1776 this.strength_finished = spectatee.strength_finished;
1777 this.invincible_finished = spectatee.invincible_finished;
1778 this.superweapons_finished = spectatee.superweapons_finished;
1779 STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
1780 this.weapons = spectatee.weapons;
1781 this.vortex_charge = spectatee.vortex_charge;
1782 this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
1783 this.oknex_charge = spectatee.oknex_charge;
1784 this.oknex_chargepool_ammo = spectatee.oknex_chargepool_ammo;
1785 this.hagar_load = spectatee.hagar_load;
1786 this.arc_heat_percent = spectatee.arc_heat_percent;
1787 this.minelayer_mines = spectatee.minelayer_mines;
1788 this.punchangle = spectatee.punchangle;
1789 this.view_ofs = spectatee.view_ofs;
1790 this.velocity = spectatee.velocity;
1791 this.dmg_take = spectatee.dmg_take;
1792 this.dmg_save = spectatee.dmg_save;
1793 this.dmg_inflictor = spectatee.dmg_inflictor;
1794 this.v_angle = spectatee.v_angle;
1795 this.angles = spectatee.v_angle;
1796 STAT(FROZEN, this) = STAT(FROZEN, spectatee);
1797 this.revive_progress = spectatee.revive_progress;
1798 this.viewloc = spectatee.viewloc;
1799 if(!PHYS_INPUT_BUTTON_USE(this) && STAT(CAMERA_SPECTATOR, this) != 2)
1800 this.fixangle = true;
1801 setorigin(this, spectatee.origin);
1802 setsize(this, spectatee.mins, spectatee.maxs);
1803 SetZoomState(this, CS(spectatee).zoomstate);
1805 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1807 .entity weaponentity = weaponentities[slot];
1808 this.(weaponentity) = spectatee.(weaponentity);
1811 anticheat_spectatecopy(this, spectatee);
1812 this.hud = spectatee.hud;
1813 if(spectatee.vehicle)
1815 this.angles = spectatee.v_angle;
1817 //this.fixangle = false;
1818 //this.velocity = spectatee.vehicle.velocity;
1819 this.vehicle_health = spectatee.vehicle_health;
1820 this.vehicle_shield = spectatee.vehicle_shield;
1821 this.vehicle_energy = spectatee.vehicle_energy;
1822 this.vehicle_ammo1 = spectatee.vehicle_ammo1;
1823 this.vehicle_ammo2 = spectatee.vehicle_ammo2;
1824 this.vehicle_reload1 = spectatee.vehicle_reload1;
1825 this.vehicle_reload2 = spectatee.vehicle_reload2;
1827 //msg_entity = this;
1829 // WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
1830 //WriteAngle(MSG_ONE, spectatee.v_angle.x);
1831 // WriteAngle(MSG_ONE, spectatee.v_angle.y);
1832 // WriteAngle(MSG_ONE, spectatee.v_angle.z);
1834 //WriteByte (MSG_ONE, SVC_SETVIEW);
1835 // WriteEntity(MSG_ONE, this);
1836 //makevectors(spectatee.v_angle);
1837 //setorigin(this, spectatee.origin - v_forward * 400 + v_up * 300);*/
1841 bool SpectateUpdate(entity this)
1846 if(!IS_PLAYER(this.enemy) || this == this.enemy)
1848 SetSpectatee(this, NULL);
1852 SpectateCopy(this, this.enemy);
1857 bool SpectateSet(entity this)
1859 if(!IS_PLAYER(this.enemy))
1862 ClientData_Touch(this.enemy);
1865 WriteByte(MSG_ONE, SVC_SETVIEW);
1866 WriteEntity(MSG_ONE, this.enemy);
1867 set_movetype(this, MOVETYPE_NONE);
1868 accuracy_resend(this);
1870 if(!SpectateUpdate(this))
1871 PutObserverInServer(this);
1876 void SetSpectatee_status(entity this, int spectatee_num)
1878 int oldspectatee_status = CS(this).spectatee_status;
1879 CS(this).spectatee_status = spectatee_num;
1881 if (CS(this).spectatee_status != oldspectatee_status)
1883 ClientData_Touch(this);
1884 if (g_race || g_cts) race_InitSpectator();
1888 void SetSpectatee(entity this, entity spectatee)
1890 if(IS_BOT_CLIENT(this))
1891 return; // bots abuse .enemy, this code is useless to them
1893 entity old_spectatee = this.enemy;
1895 this.enemy = spectatee;
1898 // these are required to fix the spectator bug with arc
1901 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1903 .entity weaponentity = weaponentities[slot];
1904 if(old_spectatee.(weaponentity).arc_beam)
1905 old_spectatee.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1910 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1912 .entity weaponentity = weaponentities[slot];
1913 if(this.enemy.(weaponentity).arc_beam)
1914 this.enemy.(weaponentity).arc_beam.SendFlags |= ARC_SF_SETTINGS;
1919 SetSpectatee_status(this, etof(this.enemy));
1921 // needed to update spectator list
1922 if(old_spectatee) { ClientData_Touch(old_spectatee); }
1925 bool Spectate(entity this, entity pl)
1927 if(MUTATOR_CALLHOOK(SpectateSet, this, pl))
1929 pl = M_ARGV(1, entity);
1931 SetSpectatee(this, pl);
1932 return SpectateSet(this);
1935 bool SpectateNext(entity this)
1937 entity ent = find(this.enemy, classname, STR_PLAYER);
1939 if (MUTATOR_CALLHOOK(SpectateNext, this, ent))
1940 ent = M_ARGV(1, entity);
1942 ent = find(ent, classname, STR_PLAYER);
1944 if(ent) { SetSpectatee(this, ent); }
1946 return SpectateSet(this);
1949 bool SpectatePrev(entity this)
1951 // NOTE: chain order is from the highest to the lower entnum (unlike find)
1952 entity ent = findchain(classname, STR_PLAYER);
1953 if (!ent) // no player
1957 // skip players until current spectated player
1959 while(ent && ent != this.enemy)
1962 switch (MUTATOR_CALLHOOK(SpectatePrev, this, ent, first))
1964 case MUT_SPECPREV_FOUND:
1965 ent = M_ARGV(1, entity);
1967 case MUT_SPECPREV_RETURN:
1969 case MUT_SPECPREV_CONTINUE:
1980 SetSpectatee(this, ent);
1981 return SpectateSet(this);
1986 ShowRespawnCountdown()
1988 Update a respawn countdown display.
1991 void ShowRespawnCountdown(entity this)
1994 if(!IS_DEAD(this)) // just respawned?
1998 number = ceil(this.respawn_time - time);
2001 if(number <= this.respawn_countdown)
2003 this.respawn_countdown = number - 1;
2004 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
2005 { Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_RESPAWN, number)); }
2010 .bool team_selected;
2011 bool ShowTeamSelection(entity this)
2013 if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
2015 stuffcmd(this, "menu_showteamselect\n");
2018 void Join(entity this)
2020 TRANSMUTE(Player, this);
2022 if(!this.team_selected)
2023 if(autocvar_g_campaign || autocvar_g_balance_teams)
2024 JoinBestTeam(this, true);
2026 if(autocvar_g_campaign)
2027 campaign_bots_may_start = true;
2029 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_PREVENT_JOIN);
2031 PutClientInServer(this);
2034 if(teamplay && this.team != -1)
2035 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_PLAY_TEAM), this.netname);
2037 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_JOIN_PLAY, this.netname);
2038 this.team_selected = false;
2042 * Determines whether the player is allowed to join. This depends on cvar
2043 * g_maxplayers, if it isn't used this function always return true, otherwise
2044 * it checks whether the number of currently playing players exceeds g_maxplayers.
2045 * @return int number of free slots for players, 0 if none
2047 int nJoinAllowed(entity this, entity ignore)
2050 // this is called that way when checking if anyone may be able to join (to build qcstatus)
2051 // so report 0 free slots if restricted
2053 if(autocvar_g_forced_team_otherwise == "spectate")
2055 if(autocvar_g_forced_team_otherwise == "spectator")
2059 if(this && this.team_forced < 0)
2060 return 0; // forced spectators can never join
2062 // TODO simplify this
2063 int totalClients = 0;
2064 int currentlyPlaying = 0;
2065 FOREACH_CLIENT(true, {
2068 if(IS_REAL_CLIENT(it))
2069 if(IS_PLAYER(it) || it.caplayer)
2073 float free_slots = 0;
2074 if (!autocvar_g_maxplayers)
2075 free_slots = maxclients - totalClients;
2076 else if(currentlyPlaying < autocvar_g_maxplayers)
2077 free_slots = min(maxclients - totalClients, autocvar_g_maxplayers - currentlyPlaying);
2079 static float join_prevent_msg_time = 0;
2080 if(this && ignore && !free_slots && time > join_prevent_msg_time)
2082 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_JOIN_PREVENT);
2083 join_prevent_msg_time = time + 3;
2090 * Checks whether the client is an observer or spectator, if so, he will get kicked after
2091 * g_maxplayers_spectator_blocktime seconds
2093 void checkSpectatorBlock(entity this)
2095 if(IS_SPEC(this) || IS_OBSERVER(this))
2097 if(IS_REAL_CLIENT(this))
2099 if( time > (CS(this).spectatortime + autocvar_g_maxplayers_spectator_blocktime) ) {
2100 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_QUIT_KICK_SPECTATING);
2106 void PrintWelcomeMessage(entity this)
2108 if(CS(this).motd_actived_time == 0)
2110 if (autocvar_g_campaign) {
2111 if ((IS_PLAYER(this) && PHYS_INPUT_BUTTON_INFO(this)) || (!IS_PLAYER(this))) {
2112 CS(this).motd_actived_time = time;
2113 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, campaign_message);
2116 if (PHYS_INPUT_BUTTON_INFO(this)) {
2117 CS(this).motd_actived_time = time;
2118 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_MOTD, getwelcomemessage(this));
2122 else if(CS(this).motd_actived_time > 0) // showing MOTD or campaign message
2124 if (autocvar_g_campaign) {
2125 if (PHYS_INPUT_BUTTON_INFO(this))
2126 CS(this).motd_actived_time = time;
2127 else if ((time - CS(this).motd_actived_time > 2) && IS_PLAYER(this)) { // hide it some seconds after BUTTON_INFO has been released
2128 CS(this).motd_actived_time = 0;
2129 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2132 if (PHYS_INPUT_BUTTON_INFO(this))
2133 CS(this).motd_actived_time = time;
2134 else if (time - CS(this).motd_actived_time > 2) { // hide it some seconds after BUTTON_INFO has been released
2135 CS(this).motd_actived_time = 0;
2136 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2140 else //if(CS(this).motd_actived_time < 0) // just connected, motd is active
2142 if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
2143 CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
2144 else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
2146 // instanctly hide MOTD
2147 CS(this).motd_actived_time = 0;
2148 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
2153 bool joinAllowed(entity this)
2155 if (CS(this).version_mismatch) return false;
2156 if (!nJoinAllowed(this, this)) return false;
2157 if (teamplay && lockteams) return false;
2158 if (ShowTeamSelection(this)) return false;
2159 if (MUTATOR_CALLHOOK(ForbidSpawn, this)) return false;
2164 bool PlayerThink(entity this)
2166 if (game_stopped || intermission_running) {
2167 this.modelflags &= ~MF_ROCKET;
2168 if(intermission_running)
2169 IntermissionThink(this);
2173 if (timeout_status == TIMEOUT_ACTIVE) {
2174 // don't allow the player to turn around while game is paused
2175 // FIXME turn this into CSQC stuff
2176 this.v_angle = this.lastV_angle;
2177 this.angles = this.lastV_angle;
2178 this.fixangle = true;
2181 if (frametime) player_powerups(this);
2183 if (IS_DEAD(this)) {
2184 if (this.personal && g_race_qualifying) {
2185 if (time > this.respawn_time) {
2186 STAT(RESPAWN_TIME, this) = this.respawn_time = time + 1; // only retry once a second
2188 CS(this).impulse = CHIMPULSE_SPEEDRUN.impulse;
2191 if (frametime) player_anim(this);
2193 if (this.respawn_flags & RESPAWN_DENY)
2195 STAT(RESPAWN_TIME, this) = 0;
2199 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));
2201 switch(this.deadflag)
2205 if ((this.respawn_flags & RESPAWN_FORCE) && !(this.respawn_time < this.respawn_time_max))
2206 this.deadflag = DEAD_RESPAWNING;
2207 else if (!button_pressed || (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE)))
2208 this.deadflag = DEAD_DEAD;
2214 this.deadflag = DEAD_RESPAWNABLE;
2215 else if (time >= this.respawn_time_max && (this.respawn_flags & RESPAWN_FORCE))
2216 this.deadflag = DEAD_RESPAWNING;
2219 case DEAD_RESPAWNABLE:
2221 if (!button_pressed || (this.respawn_flags & RESPAWN_FORCE))
2222 this.deadflag = DEAD_RESPAWNING;
2225 case DEAD_RESPAWNING:
2227 if (time > this.respawn_time)
2229 this.respawn_time = time + 1; // only retry once a second
2230 this.respawn_time_max = this.respawn_time;
2237 ShowRespawnCountdown(this);
2239 if (this.respawn_flags & RESPAWN_SILENT)
2240 STAT(RESPAWN_TIME, this) = 0;
2241 else if ((this.respawn_flags & RESPAWN_FORCE) && this.respawn_time < this.respawn_time_max)
2243 if (time < this.respawn_time)
2244 STAT(RESPAWN_TIME, this) = this.respawn_time;
2245 else if (this.deadflag != DEAD_RESPAWNING)
2246 STAT(RESPAWN_TIME, this) = -this.respawn_time_max;
2249 STAT(RESPAWN_TIME, this) = this.respawn_time;
2252 // if respawning, invert stat_respawn_time to indicate this, the client translates it
2253 if (this.deadflag == DEAD_RESPAWNING && STAT(RESPAWN_TIME, this) > 0)
2254 STAT(RESPAWN_TIME, this) *= -1;
2259 bool have_hook = false;
2260 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2262 .entity weaponentity = weaponentities[slot];
2263 if(this.(weaponentity).hook.state)
2269 bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
2272 } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
2274 } else if (this.vehicle) {
2276 } else if (STAT(FROZEN, this)) {
2283 this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
2284 setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
2285 // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
2287 } else if (this.crouch) {
2288 tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
2289 if (!trace_startsolid) {
2290 this.crouch = false;
2291 this.view_ofs = STAT(PL_VIEW_OFS, this);
2292 setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
2296 FixPlayermodel(this);
2298 // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
2301 this.items &= ~this.items_added;
2303 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2305 .entity weaponentity = weaponentities[slot];
2306 W_WeaponFrame(this, weaponentity);
2310 this.clip_load = this.(weaponentity).clip_load;
2311 this.clip_size = this.(weaponentity).clip_size;
2315 this.items_added = 0;
2316 if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
2317 this.items_added |= IT_FUEL;
2319 this.items |= this.items_added;
2324 // WEAPONTODO: Add a weapon request for this
2325 // rot vortex charge to the charge limit
2326 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2328 .entity weaponentity = weaponentities[slot];
2329 if (WEP_CVAR(vortex, charge_rot_rate) && this.(weaponentity).vortex_charge > WEP_CVAR(vortex, charge_limit) && this.(weaponentity).vortex_charge_rottime < time)
2330 this.(weaponentity).vortex_charge = bound(WEP_CVAR(vortex, charge_limit), this.(weaponentity).vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
2333 if (frametime) player_anim(this);
2336 secrets_setstatus(this);
2339 monsters_setstatus(this);
2341 this.dmg_team = max(0, this.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
2346 void ObserverThink(entity this)
2348 if ( CS(this).impulse )
2350 MinigameImpulse(this, CS(this).impulse);
2351 CS(this).impulse = 0;
2354 if (this.flags & FL_JUMPRELEASED) {
2355 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2356 this.flags &= ~FL_JUMPRELEASED;
2357 this.flags |= FL_SPAWNING;
2358 } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
2359 this.flags &= ~FL_JUMPRELEASED;
2360 if(SpectateNext(this)) {
2361 TRANSMUTE(Spectator, this);
2364 int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS(this).cvar_cl_clippedspectating : !CS(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
2365 set_movetype(this, preferred_movetype);
2368 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this))) {
2369 this.flags |= FL_JUMPRELEASED;
2370 if(this.flags & FL_SPAWNING)
2372 this.flags &= ~FL_SPAWNING;
2380 void SpectatorThink(entity this)
2382 if ( CS(this).impulse )
2384 if(MinigameImpulse(this, CS(this).impulse))
2385 CS(this).impulse = 0;
2387 if (CS(this).impulse == IMP_weapon_drop.impulse)
2389 STAT(CAMERA_SPECTATOR, this) = (STAT(CAMERA_SPECTATOR, this) + 1) % 3;
2390 CS(this).impulse = 0;
2395 if (this.flags & FL_JUMPRELEASED) {
2396 if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
2397 this.flags &= ~FL_JUMPRELEASED;
2398 this.flags |= FL_SPAWNING;
2399 } else if(PHYS_INPUT_BUTTON_ATCK(this) || CS(this).impulse == 10 || CS(this).impulse == 15 || CS(this).impulse == 18 || (CS(this).impulse >= 200 && CS(this).impulse <= 209)) {
2400 this.flags &= ~FL_JUMPRELEASED;
2401 if(SpectateNext(this)) {
2402 TRANSMUTE(Spectator, this);
2404 TRANSMUTE(Observer, this);
2405 PutClientInServer(this);
2407 CS(this).impulse = 0;
2408 } else if(CS(this).impulse == 12 || CS(this).impulse == 16 || CS(this).impulse == 19 || (CS(this).impulse >= 220 && CS(this).impulse <= 229)) {
2409 this.flags &= ~FL_JUMPRELEASED;
2410 if(SpectatePrev(this)) {
2411 TRANSMUTE(Spectator, this);
2413 TRANSMUTE(Observer, this);
2414 PutClientInServer(this);
2416 CS(this).impulse = 0;
2417 } else if (PHYS_INPUT_BUTTON_ATCK2(this)) {
2418 this.flags &= ~FL_JUMPRELEASED;
2419 TRANSMUTE(Observer, this);
2420 PutClientInServer(this);
2422 if(!SpectateUpdate(this))
2423 PutObserverInServer(this);
2426 if (!(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this))) {
2427 this.flags |= FL_JUMPRELEASED;
2428 if(this.flags & FL_SPAWNING)
2430 this.flags &= ~FL_SPAWNING;
2435 if(!SpectateUpdate(this))
2436 PutObserverInServer(this);
2439 this.flags |= FL_CLIENT | FL_NOTARGET;
2442 void vehicles_enter (entity pl, entity veh);
2443 void PlayerUseKey(entity this)
2445 if (!IS_PLAYER(this))
2452 vehicles_exit(this.vehicle, VHEF_NORMAL);
2456 else if(autocvar_g_vehicles_enter)
2458 if(!STAT(FROZEN, 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))
2469 if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
2470 if(head.takedamage != DAMAGE_NO)
2474 if(vlen2(this.origin - head.origin) < vlen2(this.origin - closest_target.origin))
2475 { closest_target = head; }
2477 else { closest_target = head; }
2483 if(closest_target) { vehicles_enter(this, closest_target); return; }
2487 // a use key was pressed; call handlers
2488 MUTATOR_CALLHOOK(PlayerUseKey, this);
2496 Called every frame for each client before the physics are run
2499 .float last_vehiclecheck;
2500 void PlayerPreThink (entity this)
2502 STAT(GUNALIGN, this) = CS(this).cvar_cl_gunalign; // TODO
2503 STAT(MOVEVARS_CL_TRACK_CANJUMP, this) = CS(this).cvar_cl_movement_track_canjump;
2505 WarpZone_PlayerPhysics_FixVAngle(this);
2508 // physics frames: update anticheat stuff
2509 anticheat_prethink(this);
2512 if (blockSpectators && frametime) {
2513 // WORKAROUND: only use dropclient in server frames (frametime set).
2514 // Never use it in cl_movement frames (frametime zero).
2515 checkSpectatorBlock(this);
2518 zoomstate_set = false;
2520 // Check for nameless players
2521 if (this.netname == "" || this.netname != CS(this).netname_previous)
2523 bool assume_unchanged = (CS(this).netname_previous == "");
2524 if (isInvisibleString(this.netname))
2526 this.netname = strzone(sprintf("Player#%d", this.playerid));
2527 assume_unchanged = false;
2528 // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
2530 if (!assume_unchanged && autocvar_sv_eventlog)
2531 GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
2532 if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
2533 CS(this).netname_previous = strzone(this.netname);
2537 if (CS(this).version_nagtime && CS(this).cvar_g_xonoticversion && time > CS(this).version_nagtime) {
2538 CS(this).version_nagtime = 0;
2539 if (strstrofs(CS(this).cvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(CS(this).cvar_g_xonoticversion, "autobuild", 0) >= 0) {
2541 } else if (strstrofs(autocvar_g_xonoticversion, "git", 0) >= 0 || strstrofs(autocvar_g_xonoticversion, "autobuild", 0) >= 0) {
2543 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_BETA, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2545 int r = vercmp(CS(this).cvar_g_xonoticversion, autocvar_g_xonoticversion);
2546 if (r < 0) { // old client
2547 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OUTDATED, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2548 } else if (r > 0) { // old server
2549 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_VERSION_OLD, autocvar_g_xonoticversion, CS(this).cvar_g_xonoticversion);
2555 if (!(this.flags & FL_GODMODE) && this.max_armorvalue)
2557 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_GODMODE_OFF, this.max_armorvalue);
2558 this.max_armorvalue = 0;
2563 if (STAT(FROZEN, this) == 2)
2565 this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
2566 this.health = max(1, this.revive_progress * start_health);
2567 this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
2569 if (this.revive_progress >= 1)
2572 else if (STAT(FROZEN, this) == 3)
2574 this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
2575 this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
2577 if (this.health < 1)
2580 vehicles_exit(this.vehicle, VHEF_RELEASE);
2581 if(this.event_damage)
2582 this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
2584 else if (this.revive_progress <= 0)
2589 MUTATOR_CALLHOOK(PlayerPreThink, this);
2591 if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
2592 if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
2594 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
2596 if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
2597 if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
2599 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
2603 if(!it.team || SAME_TEAM(this, it))
2604 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
2605 else if(autocvar_g_vehicles_steal)
2606 Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
2610 this.last_vehiclecheck = time + 1;
2613 if(!CS(this).cvar_cl_newusekeysupported) // FIXME remove this - it was a stupid idea to begin with, we can JUST use the button
2615 if(PHYS_INPUT_BUTTON_USE(this) && !CS(this).usekeypressed)
2617 CS(this).usekeypressed = PHYS_INPUT_BUTTON_USE(this);
2620 if (IS_REAL_CLIENT(this))
2621 PrintWelcomeMessage(this);
2623 if (IS_PLAYER(this)) {
2624 if(!PlayerThink(this))
2627 else if (game_stopped || intermission_running) {
2628 if(intermission_running)
2629 IntermissionThink(this);
2632 else if (IS_OBSERVER(this)) {
2633 ObserverThink(this);
2635 else if (IS_SPEC(this)) {
2636 SpectatorThink(this);
2639 // WEAPONTODO: Add weapon request for this
2640 if (!zoomstate_set) {
2641 bool wep_zoomed = false;
2642 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2644 .entity weaponentity = weaponentities[slot];
2645 Weapon thiswep = this.(weaponentity).m_weapon;
2646 if(thiswep != WEP_Null && thiswep.wr_zoom)
2647 wep_zoomed += thiswep.wr_zoom(thiswep, this);
2649 SetZoomState(this, PHYS_INPUT_BUTTON_ZOOM(this) || PHYS_INPUT_BUTTON_ZOOMSCRIPT(this) || wep_zoomed);
2652 if (CS(this).teamkill_soundtime && time > CS(this).teamkill_soundtime)
2654 CS(this).teamkill_soundtime = 0;
2656 entity e = CS(this).teamkill_soundsource;
2657 entity oldpusher = e.pusher;
2659 PlayerSound(e, playersound_teamshoot, CH_VOICE, VOL_BASEVOICE, VOICETYPE_LASTATTACKER_ONLY);
2660 e.pusher = oldpusher;
2663 if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
2664 CS(this).taunt_soundtime = 0;
2665 PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
2668 target_voicescript_next(this);
2670 // WEAPONTODO: Move into weaponsystem somehow
2671 // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
2672 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2674 .entity weaponentity = weaponentities[slot];
2675 if(this.(weaponentity).m_weapon == WEP_Null)
2676 this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
2680 void DrownPlayer(entity this)
2682 if(IS_DEAD(this) || game_stopped || time < game_starttime)
2685 if (this.waterlevel != WATERLEVEL_SUBMERGED || this.vehicle)
2687 if(this.air_finished < time)
2688 PlayerSound(this, playersound_gasp, CH_PLAYER, VOL_BASE, VOICETYPE_PLAYERSOUND);
2689 this.air_finished = time + autocvar_g_balance_contents_drowndelay;
2691 else if (this.air_finished < time)
2693 if (this.pain_finished < time)
2695 Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
2696 this.pain_finished = time + 0.5;
2701 .bool move_qcphysics;
2703 void Player_Physics(entity this)
2705 set_movetype(this, this.move_movetype);
2707 if(!this.move_qcphysics)
2710 if(!frametime && !CS(this).pm_frametime)
2713 Movetype_Physics_NoMatchTicrate(this, CS(this).pm_frametime, true);
2715 CS(this).pm_frametime = 0;
2722 Called every frame for each client after the physics are run
2725 void PlayerPostThink (entity this)
2727 Player_Physics(this);
2730 if (frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
2731 if (IS_REAL_CLIENT(this))
2732 if (IS_PLAYER(this) || sv_maxidle_spectatorsareidle)
2734 int totalClients = 0;
2735 if(sv_maxidle_slots > 0)
2737 FOREACH_CLIENT(IS_REAL_CLIENT(it) || sv_maxidle_slots_countbots,
2743 if (sv_maxidle_slots > 0 && (maxclients - totalClients) > sv_maxidle_slots)
2744 { /* do nothing */ }
2745 else if (time - CS(this).parm_idlesince < 1) // instead of (time == this.parm_idlesince) to support sv_maxidle <= 10
2747 if (CS(this).idlekick_lasttimeleft)
2749 CS(this).idlekick_lasttimeleft = 0;
2750 Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_IDLING);
2755 float timeleft = ceil(sv_maxidle - (time - CS(this).parm_idlesince));
2756 if (timeleft == min(10, sv_maxidle - 1)) { // - 1 to support sv_maxidle <= 10
2757 if (!CS(this).idlekick_lasttimeleft)
2758 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CENTER_DISCONNECT_IDLING, timeleft);
2760 if (timeleft <= 0) {
2761 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_KICK_IDLING, this.netname);
2765 else if (timeleft <= 10) {
2766 if (timeleft != CS(this).idlekick_lasttimeleft) {
2767 Send_Notification(NOTIF_ONE, this, MSG_ANNCE, Announcer_PickNumber(CNT_IDLE, timeleft));
2769 CS(this).idlekick_lasttimeleft = timeleft;
2778 this.solid = SOLID_NOT;
2779 this.takedamage = DAMAGE_NO;
2780 set_movetype(this, MOVETYPE_NONE);
2783 if (IS_PLAYER(this)) {
2785 UpdateChatBubble(this);
2786 if (CS(this).impulse) ImpulseCommands(this);
2789 CSQCMODEL_AUTOUPDATE(this);
2792 GetPressedKeys(this);
2795 if (this.waypointsprite_attachedforcarrier) {
2796 vector v = healtharmor_maxdamage(this.health, this.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id);
2797 WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, '1 0 0' * v);
2800 playerdemo_write(this);
2802 CSQCMODEL_AUTOUPDATE(this);
2805 // hack to copy the button fields from the client entity to the Client State
2806 void PM_UpdateButtons(entity this, entity store)
2809 store.impulse = this.impulse;
2812 store.button0 = this.button0;
2813 store.button2 = this.button2;
2814 store.button3 = this.button3;
2815 store.button4 = this.button4;
2816 store.button5 = this.button5;
2817 store.button6 = this.button6;
2818 store.button7 = this.button7;
2819 store.button8 = this.button8;
2820 store.button9 = this.button9;
2821 store.button10 = this.button10;
2822 store.button11 = this.button11;
2823 store.button12 = this.button12;
2824 store.button13 = this.button13;
2825 store.button14 = this.button14;
2826 store.button15 = this.button15;
2827 store.button16 = this.button16;
2828 store.buttonuse = this.buttonuse;
2829 store.buttonchat = this.buttonchat;
2831 store.cursor_active = this.cursor_active;
2832 store.cursor_screen = this.cursor_screen;
2833 store.cursor_trace_start = this.cursor_trace_start;
2834 store.cursor_trace_endpos = this.cursor_trace_endpos;
2835 store.cursor_trace_ent = this.cursor_trace_ent;
2837 store.ping = this.ping;
2838 store.ping_packetloss = this.ping_packetloss;
2839 store.ping_movementloss = this.ping_movementloss;
2841 store.v_angle = this.v_angle;
2842 store.movement = this.movement;